everyone is gonna approach this differently, but some things that I found handy in modelling a car: -Do not cut in doors and such in at the beginning, it's gonna be really hard to keep a nice flow and keep everything nice and even. So cut them in afterwards. -Really stay much lower on the amount of loops you have, the door…
@guitarguy00 Reducing the segment count to the minimum amount of geometry required to hold a shape and maintain edge flow is a good strategy for subdivision modeling. The base geometry looks good. You have the basic shapes and loops working together. Definitely on the right track. The distortion between the two outlets can…
@Ruflse, dunno where the quote button is in this thread... but here we go "I'm asking how to make a lowpoly in this situation, because as I said I've never done anything more complex. With a simple asset I would just remove some loops or make a retopo for some pieces, but I'm not sure how should I handle something with…
Hi everyone, my first post here, and I can't believe how useful this forum is. I thought other ones were helpful, but there are so many amazing resources here. I'd like to show you a project I'm working on, and an area I'd like to improve I'm trying to build an AT-AT walker and I decided to actually model the panel lines…
@rudenko_je Deciding whether or not certain smoothing artifacts are acceptable really depends on a couple of different factors: * Are the smoothing artifacts on a part of the model that's visible to the player under normal game play conditions? * Are the smoothing artifacts significant enough to still be noticeable when…
@PolyDoge Looks like there should be more than enough geometry in the existing model to get a passable result. The key is to use the existing geometry as support by offsetting the edges in the intersecting shapes so there's room for the subdivision smoothing to average things out. It's also important to preserve the…
@PancakeMSTR Overall the topology routing around the major forms is well structured but the undulations in the shape is an issue. There's a lot of stray edge loops coming off some of those cut outs and this disrupts the segment spacing that controls the smoothing behavior of the curvature along the sides. Dissolving some…
@Domlz Subdivision modeling is more approximate than exact so it's a little unrealistic to expect CAD levels of accuracy from the process. Before sinking a lot of time into removing minor artifacts like this it's worth considering: * Will the artifact be visible when baked down and viewed from an in-game perspective? *…
Hey friendo. In general, it's a good idea to gather as many reference images you can and really study the shapes of whatever you're modeling. Analyze how each part was made. If you understand the manufacturing process, most of the shapes model themselves. Some pieces will have to be made only by following the refs, so…
Yeah why not? Use a reference cylinder and match it if you want. Whatever gets you there. As for that protective cap, you can totes use a sphere for it, but squash it first as it's not spherical... more like a zeppelin shape. Get good refs, study them and follow them. Nail the large shapes first, then do the details. Make…