@IronLover64 Try to capture all of the major shapes in the block out before adding support loops and applying subdivision. It may also be helpful to break the grip down into separate parts and join the front and back together latter on in the modeling process. Evaluating the shapes in the reference images: The front part…
Okay. That quote is like 3 human years (and thus 759 yak-sandwich years) old. But I'm reading through the thread from the beginning SO THERE. As a gamer and non-3D guy, I wish more game assets failed to attain proper geometric proportions. THe most interesting thing to me about this photograph is the red text. I'm sure My…
Alright so this is a pretty quick one, start with a 18 sided cylinder(12 may work too) make a few bevels to block out the main circular forms, make one last extra bevel to add a little padding on the outsides for the hard shapes, then go in and sellect 2 of ever 3 edges(select 2 leave one, select 2, etc) and remove them.…
@UhhNope Shading / subdivision errors on cylinder intersections is a common problem. There's a few ways to fix it and what's right for the project will depend on factors like object size, view distance, object importance, etc. The basic idea is: subdivision modeling won't produce CAD quality results. There will be errors…
The best advice I can give is to look at what you like to do, figure out where you want to go with it and reverse engineer everything from where you want to be to where you're currently at. As an example: Start by deciding film or games. Then look at which studios, what roles, what tools, etc. Build up a workflow around…
Thank you @FrankPolygon Your answers are always very insightful! I've been bouncing all over the place looking for the fastest and the most intuitive workflow for modelling from concept to texture. Came all the way from CAD modelling from Fusion 360 to Subdivision and i'm still not able to properly dig in. It was becoming…
@SkinnyM Both topology layouts are generally acceptable for most hard surface models. While the quad grid corner is a more conventional choice, the triangular quad corner tends to produce more appealing results for this type of shape transition. Something that can be verified by previewing the subdivision and looking at…
@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? *…
@ralphykwix It depends on what the mesh is for and if there are any shading or normal errors. If it's a low poly model then there's a lot of loops that could be removed to optimize the mesh. If it's a high poly model then the edge flow could be optimized for cleaner subdivision and easier editing. A few things to consider:…
@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…