Hey guys, need some help trying to get a similar effect to this: Notice how the cylinders on the side blend well with the vertical cylinder? I am trying to replicate this but am struggling with the amount of sides for each cylinder and always end up with an amount that does not play well or is mis-aligned as I do want the…
Hey guys! I've been trying to model a helmet lately (in Maya, no ZBrush) as practice for hard surface subd modeling as opposed to sculpt + retopo. However, I'm stuck trying to figure out how to best connect these different shapes with optimal topology while preserving the sharp insets in the visor as seen in the reference…
Hi @KungFuCactus The easiest way to get those Grid details on your Geometry would be just using Normal / Height Details in your texturing program. If for some reason this isn't sufficient enough I'd create a plane with the general outline of the diamond details and project / wrap this plane on top of your existing geometry…
@rtos That kind of looks like Cuban style chain? Do you have a reference photo of the exact type of link? The array modifier has a distance merge option and the values can be set very low. Having the bevel in the middle of the stack may be compounding the problem. Try running all the array modifiers first then run the…
You have the right idea: the geometry intersects between the vertical segments of the cylinder. If you're happy with how it subdivides and it bakes down fine then it's passable. It all depends on how clean it needs to be and what you're using it for. Where you can run in to problems: the two vertical loops on either side…
Hey, I might start by changing the shape of the stem's top: http://www.californiadriedplums.org/media/109b0365/fresh%20and%20prune%20fruit.png Not sure what reference you're using but its a bit odd how its modeled now. Really tho, it's going to be so small in the render it doesn't need to be highly detailed. Instead of…
@PixelMagic It's difficult to provide more focused feedback without seeing any specific examples of the topology layout's you've tried and the smoothing errors you've encountered. Most of the advice that's been provided should get you close to some kind of usable result but there's no real way around the fact that it will…
@christrom There's a bit of subtle pinching caused by the extra loop between the base of the square and the loop path on the surface of the sphere. Dissolving the loop and merging the corner vertices of the triangular quads should resolve the smoothing artifacts while also simplifying the mesh. (See the third and fourth…
@jdellinger98 Overall you have the right idea: using instancing, mirroring and other modifiers will reduce the workload and speed up the modeling process. Try to maintain a consistent shape transition when working with intersecting geometry on curved surfaces. Using a single base model for the high poly and low poly. It is…
Hello everyone, I hadn't noticed this discussion post until now! I'm struggling with 3d modeling in general, I'm not sure where I should be improving. I wanna model but when I'm on it, there are a lot of questions that come into my mind. I do experiment, but there are more especific questions such as: Once i've added the…