@amoeba there are no hard and fast 'rules' when it comes to modeling something, just general optimisation techniques shared over time among people passionate for our craft which by the way are really worthwhile keeping in mind, like here, for example. Anyway as mentioned, if your mesh overall sub divides with a few minor…
Noname's displayed method actually isn't that time consuming. Its pretty much the same method I use for braided cable/wicker basket's, takes like 15-20 minutes to crank out an entire weave. For that bed its even simpler, I mean you just need the first one then smart move (or equiv in max) the number of copies you need to…
@FrankPolygon thanks, I massively appreciate the detailed response. After reading your post a good few times, there are still some things which remain unclear to me. Would you be able to elaborate on: "It may be helpful to start by analyzing the reference images to identify and categorize the object's surface shapes. Look…
Hey guys, first post here. Been trawling this page for all the brilliant information available for what must be at least a year. Anyhow, first time I've been stumped on something for a while so I thought I might as well give y'all a shout. Basically I'm working on a post-apocalypse rifle in Maya and I wanted to put a scope…
@Ausonian Thanks for the suggestion. I may have to try that. The only problem I'm having with it is that I can't bevel those edges hardly at all without the geometry flying out of control at the end of the ramp. It looks great with a subdiv, but I don't want to use a subdiv to get the high poly because it will result in…
Hello, I cannot start new threads as of yet, so I hope this is a good place to ask my question. I am marking out my base topology plan on the physical object I am modeling. This is the door to an Audi R8. So the white lines are either heavy curves or creases / open border edges. The red arrows point to where my main edges…
One thing I would now like to discuss is how to deal with modeling the mask area of the image above (and such things of a similar type). It started with a spline drawing of the outlining shape, then and extrude, then converting to editable poly, then adding some bad details just for a bend, then a bend modifier, then…
@lammer_228 Overall it looks like you have the right idea. Whether or not the shape is correct depends on what the model will be used for (hero prop, background prop, minor environment clutter, etc.) and whether or not the model needs to closely match the reference images. A lot depends on where the object will appear in…
@FrankPolygon Thanks for take your time to answer! I think you gave more answers than questions I had :) ! I had an idea for your method (manual adjusting mesh) but my first tought was, that nobody do this way, .. but then I was wrong! I hope that I will find a little time, to try these modelling methods! I follow your…
@Octavio Sorry I took a while, but here's my two cents. I checked out your model and I can't find any fault with it, it's working as intended, and you didn't do anything wrong. The shading you see happens because when you scaled that smol oval into the big oval, you also squished it. When you squish a circle like that, you…