I'd love something like Pixar's semi-sharp subdivision settings. If I recall correctly it's a 0-1 range and from what I could see it really takes away the time of doing supporting edges. Can't say what special features (or maybe it was in one of their online papers) I saw it in but man was it cool. Yeah it's hard to make…
I'm about to model a CZ 550 (rifle) I'm wondering about this part of the normal map right now: Should I photoshop this part of the normals map, or make it high poly and render the normals? There're a lot of things I don't know about 3d design, do you guys have a guide/website/book/other to recommend me? I'm currently…
Could anyone give me advice or point me in the right direction in regards to modeling with a distorted perspective? I want to challenge myself by recreating this but I'm a little stumped on how to get started.
hm guys, I want to create this kind off archway with holes in them. I thought I could use splines but I am not sure how to do it right.. especially with turbosmooth.
@iacdxb You're on the right track, just experiment with it. I would model it clean, UV it, then use a cloth sim or sculpt it by hand, or do a displacement map with a cloth height map for quick iterations.
Yes, I did something. TS 3 iterations 121K and 4 iterations 487K poly. It looks nice but even for close shot I think this is too much. Right now it is like this.
"I assume the thing in the middle is in game one. right? I sort of see a few of what I guess are support loops . Aren't they?" That object, is typically known as a base mesh. In the main an iteration often used too define a targeted silhouette before finalising secondary albeit tertiary details seen on the right, high poly…
Hmh, thanks for your tips, I'll give it a try. What's the best way to finish this? http://prntscr.com/13ih5s I seriously don't know what to do right now, stuck with that horse piece.
having some difficulties with this shape: it's not just a simple ended piece, it curves to fit the bottom of the slide, and the rail system almost tapers...cant seem to get a right polygon flow here. and here's the ref:
Here's what I have so far. Basic blockout on the left and the right mesh is my current progress. What I have is much better than when I first started yesterday.