It looks like you're on the right path. The two basic components are the path the strap will deform along and the duplicated segment that makes up the strap's mesh. Both of these will be new and separate components from existing geometry and mesh objects. The basic workflow is: Create a straight and flat portion of the…
Hi! I was hoping someone could lead me into the right approach of such shape. Military equipment is tricky.. So normally for helmets, I've had luck cutting out the shape with curves, like I've down so below, lofting it and retopo the sphere. However, this specific helmet has some harder aspects, and I've had no luck so far…
So, I've been trying to inch my self back into sub-d modeling again and one of the things I've been doing is just going through this thread trying to experiment with the situations etc. And I found this helmet that I wanted to practice on I tried a few methods for a while and the best that I've found for myself was to…
@tonpix In this case it would be a lot faster to ignore all the support loops and just bevel your edges upon weight or angle before subdividing your mesh (bevel with modifier and don't collapse it) Really you shouldn't be afraid of having ngons or triangles, as long as the end result is what you want visually. You are…
@julienayheva At first glance, it doesn't look like a real life object since there's a lot of weird shading, shapes, and proportions that aren't found in most modern printers. If you're recreating a 3D model, you'll have to rely on the render/screenshot shading, however strange it may seem due to incomplete smoothing…
i would do it like this, i know the result isn't clean at the end, but that's because i was too lazy to finish up because you can get the idea. it's not the cleanest quad distribution either, but i usually don't care so long as it works. rotate a square for step one connect after making a selection symmetry modifier and…
@solitudevibes Block out all of the important forms and features that need to be visible in the base mesh. This will make it a lot easier to generate accurate high poly and low poly models that shade cleanly. Capturing all of the key details in the base mesh should solve the issue. Like Eric mentioned, an iterative block…
Steps is similar, don't have to reapeat whole again. Your method seem isn't easier in last steps, maybe longer than. And I ask about boolean afterward... And can you tell more about these steps - What about 9 and 10? It doesn't seem show any useful info (?) ... it'd be better if u spend time make a example for these steps.…
It depends on why you want to unwrap the high poly Bogacki. In film for example, they tend to unwrap high poly organic models because they are dealing with resolutions where texture stretching are more noticeable. However, when it comes to technical models, things like guns etc, the texturing is handled differently.…
cool, heres somit of what ive learnt and some Qs for peeps who know more ive been learning mayas "propper" subD modeling tools not the proxy mesh stuff (or smoothmesh) which is a poor relation to maxes modifier based subD in both terms of functionality and in speed (just a simple mesh smoothed to a decent degree will slow…