Well, here i give my two cents. I'd change that things on the topology. And this is a model with some examples of hard surface modelling tips i've earned by experience in years LOL. This is how i solve all those common problems. Similar example Earthquake put, but without pentagons. They are very very useful, but not…
@christrom Welcome to Polycount. Consider checking out the forum information and introduction thread. The topology layout on the updated sample panel looks a lot cleaner. Splitting the model into individual components does tend to simplify the loop flow and is generally considered best practice whenever a watertight mesh…
Hello guys! Do you remember this awesome game from 2000? Deus Ex? I found a nice image of the Deus Ex Title! These letters look very detailed and I'd like to know how to model this. Click on this thumbnail: As I'm not able to create a new thread about it, I guess this here is a good place to ask, because I read a lot of…
@perandall Without a wireframe it can be difficult to provide accurate feedback but it looks like the typical pinching and stretching artifacts caused by either poorly supported shape intersections or unintended deformation. These types of smoothing artifacts are fairly common when adding shapes to curved surfaces. A…
First off, fantastic thread everyone. Lots of good information in here, I can't believe its just now that I am reading it. So, for the past few days I've been trying to grow my highpoly skillset and for lack of a better word, its been uncomfortable. While I can handle a lot of shapes & forms, theres something I've yet to…
@SignalFlare07 Welcome to Polycount. Consider checking out the forum information and introduction thread. This reply is a bit late but you're on the right track. Try to match the segments of the intersecting shapes and their support loops with the existing geometry of the underlying curvature. This will help prevent…
@solitudevibes There's a couple of different ways to approach modeling a lighter hood. A direct approach would be to block out the major forms with a simple quad grid then subdivide to create the necessary support geometry for the holes. @wirrexx explains this modeling process, with a great visual example, in another…
@Neox Really appreciate the kudos. @laeion Welcome to Polycount. Consider checking out the forum information and introduction thread. Soft hard surface objects can be tricky to model but taking apart one of these packages or gathering references of them disassembled can provide some insight into how the paper is cut and…
@guitarguy00 In the previous example: the base sphere has 12 rings with 24 segments and the subtracted sphere has 22 rings with 28 segments. Both quad sphere and UV sphere intersections tend to produce topology that requires some additional clean up. Minor differences in scale and position often prevent the perfect…