IMO people really need to get on the OpenSubdiv train. It's a far superior way to model hardsurface assets that allows you to still utilize support edges if necessary, while reducing complexity overall and being much quicker to work with. It also gets you in the habit of modeling clean and uniform topology that is easier…
@acarmona88 Welcome to Polycount. Consider checking out the forum information and introduction thread. Sharpening unsupported corners on curved surfaces often produces smoothing artifacts that can be resolved with a few different modeling and topology layout strategies. Deciding which is approach to use really just comes…
Been wanting to ask this question for a long time. I usually always end up in trouble when doing more complex shapes. If I just start edge extruding form I might get the shape right, but it'll lack them sharp clean forms primitive shapes provide. Ages of poly pushing gets me closer, but it just feels like im going about…
Hello guys, I started to follow this thread a few years ago, but I decided to register here because I have just run into a problem that I can't solve alone. I learn a lot from this thread about hard surface modelling and I don't have problem with mechanical objects but I challenged myself with an TetraPak milk carton box…
What does his edges being too sharp have to do with floaters? Completely different subjects/issues. There is no "wrong" here. If you're of the subjective opinion that his edges are too sharp here(could be, or not, we don't know the scale of the object), that is fine, but it really doesn't have anything to do with floaters…
@Sims_doc What you have is pretty close. Shapes in some of the reference images can be a little tricky to interpret because a lot of the corners were broken over so the edges of the real item aren't razor sharp. It's probably better to use the actual distances between the existing mesh features to figure out the size and…
@FrankPolygon Here is what I got after blocking it out and using a boolean. I am attempting to get as perfect a spherical shape as possible and the only way I was able to achieve that was dropping the poly count a lot. with this model it is really hard to get a perfectly spherical cone with a hard transition into the…
Object 2 is regular way to go. So just wireframe maybe enough. image sharing My opinion:* This requires hardedge evenly transfer to smooth mesh. So At first, make base mesh, then create loops. * But typical loops will provide evenly sharp edges which we don't want. So in my way, have to manually cut new loop (from the…
Allright guys, here's a little problem I ran into while practicing sub-d on this weapon I'm modelling (I know it's very simple but going through things like this helps me learn the basics). So say you have a weapon such as a scythe that has that tip at the very end of it's blade. Here's a ref pic for you...…
First post, first stupid question..... I know for some of you 'THIS' problem is a silly thing to ask, but I am stuck right now and need your help here. Take a look at the pictures and the OBJ file. Hard_Soft_Edge_Connect.lxo I need to connect these two objects. I know that I do have too many edges on the inner object but…