Hello guys, I'm having a problem with one of the parts I'm trying to model. It's this part: I'm working one the 'hole' right now (the part where you look through when using the iron sights) but I can't get it right. It's difficult to explain so I will post some images: This is where the problem is situated. This is how it…
Thanks for your help guys! I always thought those really good artists could fix everything by only using the ring/connect tools. And that they (almost) never used triangles and ngons. I also thought they did that way because cutting everything manually is a lot more time consuming. But I think I thought wrong, didn't I?…
Am I the only one who collapses the stack regularly to keep things neat and "final", especially if I am finished working with whatever model I had been working on? What does it matter if you used an edit poly modifier 2 or 3 times to get the result you want if you wind up just collapsing the stack anyway? Sure there are…
Your images are broken, so I might be missing what you're trying to say. If I am breaking off an extra-detailed piece, like some sort of grille that is going to go on a simple box, I model it as a physically separate piece, not an integrated piece (think like a heating vent in your house, how it is a separate piece of…
Okay so the quick bit out of the way first, regarding the "bad topology" cylinder caps (it looks fine tbh) - there are two good way of capping cylinders that I know of: Both only work for even sided cylinders. Regarding the square becoming a circle, it's due to needing supporting loops. You should look them up, but I'll…
@noface789 I just used the EP Curve Tool to quickly place the splines on the life mesh. Afterwards I go in and edit the curve manually so they are smoother. Its a bit hard to see but the purple splines are pretty much left the way I drew them on the life mesh. They are allot more wobbly versus the turqoise and blue…
Hi Guys, I'm quite new to poly/sub-d modelling (and this forum for that matter) and i'm not really sure how to approach a little project i started the other day. Basically I want to model a plane from an old Clint Eastwood film called Firefox. The issue I'm having is how to transition from the angular 'chisel' like nose of…
Thanks for the response perna, For the sake of time I ended up keeping the body and spikes as separate geo. I've got a deadline and other projects also need my attention, so I decided to save time. But I'm aware my re-topo skills still need improvement, so I'd love to discuss it a bit. Ideally I wanted to keep them all as…
More I think about it more it seems to me not exactly subdivision question in general. I use Zbrush after all and it's all about subdivision. I meant rather all those extra loops people do for nice shading of subdivided meshes that ended up into in game models ( not subdivided models themselves). A special topology that…
Well, I did use subdiv modelling in the past but once Zbrush got sub-projection slider in its dynamesh and a density picker I gradually stopped to do subdivids at all. Then a few years later I stopped to do hi res models for hard surface things too mostly because of rounding corners shaders + adding details straight inside…