Pretty much spot on. A friend who is an experienced modeller told me about this rule, but I guess the language barrier stopped him from explaining it properly to me - he did however mention that it only matters on areas that are animated, but I didn't know it meant deformed, I thought it meant if it was attached to any…
@anishraaj Welcome to Polycount. Consider checking out the forum information and introduction thread. The ridges disrupt the spacing of curve's segments and this causes smoothing artifacts when subdivided. There's a few different ways to resolve these types of artifacts. Deciding which approach to use really depends on…
@ vergatom & EarthQuake: Thanks for the explanations. My head hurts. I went back and added the support edges that were suggested, but the result is that there is still a significant scrunching effect. I am at a loss here guys. I don't know what to do, I've literally tried every combination I can think of, even adding a…
yeah i would use separate meshes, really, no need to keep a continuous mesh, esp when what you're trying to model is built up from separate different pieces. A quick way to go about this, would probably be to model out the rough shapes of all of your panels as planes basically, using your base shape as the constraint, and…
So sometimes when i think something is to advanced, I usually tend to break it up to smaller parts right, Concentrate on on one and slowly work myself on the next piece. When I am done, I try to Merge them together. Try it that way? Also, try to show your example before posting. So I will use photoshop once again. Two…
@Rolf It looks like the basic shape of the hull was derived from a subdivision model but the faceting in the view port, the lack of support loops in the wire frames, the trim sheet decal geometry around the rivet lines and the sharp shading in the rendered image all suggest the final model is just regular poly modeling…
It's generally frowned upon in this thread to do someone else's work for them, but I felt like I needed some practice. Is this sort of what you were going for? No clue how to reduce the pinching further. I don't consider myself a master hard surfacer so I'd appreciate anyone with more experience showing a more efficient…
Hey guys long time no response (on my part), been really busy on my new gig. Anyways I thought I would throw you guys some love SnowInChina: you are so right that guys stuff is like MODELING GOSPEL. SUPA: there are tons of examples in the back pages of this thread covering different ways to do it and trust me I do mean…
So, much of my job, while involving normal maps, rarely calls for (or is given enough time for) making a high poly and baking it down to a normal map for the low poly. So I've been wanting to practice this more at home. I'm working on a WWII type plane, and while I know how to do the baking, and the high poly shape is…
@jimdrawandmake A couple of posts above there's a discussion about preserving crisp edges and sharp corners when merging cylinders into other shapes. There's also a recent post about merging details into curved geometry and that links back to a previous discussion that may be useful for other parts of the shapes in the…