I am not sure which type of topology would be best for my toad's joints. In circle 1, I extruded the lower leg from the bottom of the upper leg and in circle 2, I just bent the leg around in the new direction. Obviously, #1 looks much cleaner but I'm worried about how well it will straighten out when rigged... Any…
Hey guys, I just started a new project today , and i was wondering if any of you have good hints or easy way to do the small branches of the tree the concept. Im at the moment extruding polygons and playing with smoothing groups. Thank you ! :) by the way i try to upload my WIP file from my computer bu it fails. dont know…
Hey there, this is the model i will be attempting! Its a weapon from the WoW game. I remember Creating a model like this with Milkshape, and what i did was place vertexs around the blade and use the 'fill' function to make triangles, i then extruded the model and shaped it, i was wondering if the same could be done in…
I have little to no knowledge about 3D modelling, but I'm very very good with all versions of Adobe Photoshop. Anyone want to suggest what program(s) I should use as a beginner to this stuff? Note: I have used Cinema 4D a bit for some abstract shit using the extrude tool, but that really isn't much and I didn't enjoy it.
Hello, guys. I've been terrible posting here since I had to move to another country for a new job. I almost haven't worked on this guy cause I don't have any proper desk setup atm. Anyway, the blocking is done and I'm cleaning the hardsurface concept sculpt parts. I find the new zmodeler's extrude edge feature really…
Today I had enough time to add some extra details to the model. I've slowly added extra edge loops for making it high poly. My next step will be to extrude the shell, create a low-poly interior then UV unwrap. The windows are place holder for now. I have learnt so much from this already, I can't wait to do it again!
Hi! Considering how the spikes are connected to the shoulder piece (they are made out of the same piece of metal), I would extrude them from the same geometry. That would give you a cleaner result while baking the normals. Also, remember that triangles are fine for game assets. If I were you, I would abuse triangles for an…
based on the top right ref in racers pec the extruded bevels are also to pronounced they need to be pulled back into the surface or the surface needs to be pulled out a bit, can't tell which but 1 of them has to happen :D Other then that some pretty nice hard surface modeling there, it's nice to model things with ref,…
You're not too dumb. If you look at the top most extruded box, it has a coplanar quad. So you expect better results than just plain face area weighting. But the small beveled face has a coplanar face too. So ratio of the weighting didn't change because both tris (the small and the large) have a second coplanar face of the…
Try beveling the two edges independently but keep the "Fraction" value the same. If you bevel both edges at the same time, the bevel will be the average of both edge lengths and give you the same bevel value. In this case because its on a 2d plane, I had to extrude some edges for it to bevel. Alternatively, the bridge tool…