@Daf57 The base geometry that's controlling the subdivision isn't dense enough to support the perforations. For that to work the mesh would have to be subdivided to an appropriate level before the perforations are added. There are several alternatives that will look better, work better and require less effort. If the model…
@guitarguy00 It really depends on the size of the object and whether or not it will be seen up close by the player. Fastener threads usually aren't something that players are looking at up close. Adding this kind of detail in Substance painter is probably the fastest and easiest route. Using floaters probably makes sense…
Uhm, actually model created in 2 parts, shell and a regular sphere inside. Because they have got float distance between (doesn't touch each other), it's not a negative extrude/bevel seam. Yeah, but modeling steps is similar. * Start with a sphere 32x. +Editpoly modifier * Select some loops, chamfer edges (in max chamfer a…
@PleaseHelpMe A few posts up there's a couple of discussions about adding shapes to curves. You'll want to read through those for a more detailed answer to why this is happening and how to resolve it but the basic idea is to maintain a relatively consistent spacing on the geometry that makes up the curved surface and use…
Great to see all of the community input on different approaches for the modeling operations. @abronee Have to agree with @ZacD: The primary issue here is figuring out the basic shapes that the designer used to generate the overall form. Gathering some additional references [Turn around images.] should make it easier to see…
@ANAFREE Aregvan is correct: the smoothing artifact is caused by overlapping geometry and modeling this type of surface detail as a separate piece of floating geometry will be more efficient than trying to blend everything together into a watertight mesh. There's an extra edge loop that runs between the primary support…
@rogi92 Manually extruding and filling polygon strips can be a viable modeling strategy but some of the shapes in that mask could make it a tedious and time consuming process. Since you already have a solid start to outlining the shapes: consider streamlining this modeling strategy by using Blender's curve system to layout…
@Welcj When it comes to game art and high poly models for baking: there's few legitimate technical reason to extend all of the edge loops across the flat areas and into adjacent shapes. Most of the time it will just create unnecessary complexity that will make it harder to edit the mesh in the future. In general: it's…