I havent yet, pedro was showing me some images yesterday tho, apparently it just "works", and you dont really have to change how you model or anything, it just produces cleaner results. We'll see if he can post some examples here.
I found this image of concept thumbnails that I thought would be great practice for hi-poly models. I've picked #7 to do, and I can't quite figure out how to get the caps on the side of the sphere. As well, the indented sphere in the center of the larger green sphere.
@ Scrumworks, a shape like that would be a combo of modded primitives and some edge pulling. I really can't quantify it into anything simpler than that. If you can post a higher res image of this concept, I can draw over how I'd go about it and post an example.
Hey guys below is the image that I have doubt about how do you guys go about solving that weird pinching . It does not effect uvs so I was thinking whether it even matters to solve this pinching kinda problem. idk if this is the wrong place to post
Hey so I'm trying to model number 18 from this image. It's part of a challenge to improve your modelling. I want to make it high poly, subdivided. However I'm having issues creating two combined cylinders without creasing or deformation. Anyone able to help?
Had to do something similar for a CN game a couple of years back. basically you model the thing and then u copy the geo, give it a push on the normal direction and then invert the faces and give it the color of the outline you want (in the casi of my image, black) Hope it helped! Cheers!
ahmed, if you're looking for skyshop technical support, please email support@marmoset.co or post on the Unity forums here: http://forum.unity3d.com/threads/marmoset-skyshop-image-based-lighting-tools-released.184304/ There are a variety of tutorials on our website as well: http://www.marmoset.co/skyshop/learn
How do I go about modelling multiple cylinders intersecting into one object with good meshflow/topology? I've been doing it a hacky way for years and right now i'm doing more and more industrial modelling, so i'm looking for ways to increase my modelling speed. Here is an image of what i'm talking about, the middle part…
I'm not really sure what you mean, could you explain in a better way? Perhaps you should also show what you mean by the second solution (and a subdivided result). All I know is that you don't want geometry as shown in your image. That's really bad.
@redarchfiend I used FFD modifier, but I think Lattices in Maya can do the same job, basically just add some control points and twisting it manually. Spend some time to adjusting till you get the result you want. This image is just a quick example