@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…
Hello there @@IronLover64 Your last post shows your main problem. Working on subdivision levels all the time is the easiest way to messy model that you simply can't edit. I will give you a little bit different approach to this. And that is: Take a break. Don't get me wrong, i don't want to discurage you at all. What i mean…
@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…
Ok, interesting, this wasn't exactly what i was expecting(as visually this works fine) but i'll try to help as much as i can. You seem to be asking a little more about workflow stuff, so i'll share a couple good rules i try to use. First off, to avoid having to deal with very small edges, try and block out all of your…
Well of course, that's not how it's intended to be used - you don't go back making crazy changes beneath it or move it around, but you can change proportions, or some values of previous modifiers, there are many cases where it works and it's very useful. It's just as buggy as plenty of other features or modifiers in Max.…
@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…
@perna Yes, highly reflective sub-D surfaces have always suffered these problems. In the automotive vis/vfx industry there are still those who prefer NURBS surfaces for those reasons or dedicated post-prod, touch-up artists whose sole job might be to paint out those reflection imperfections on non-NURBS modeled assets.…
Hello Polycount, I'm a hobbyist really interested in playing aroung with Maya. I've started plans to make a virtual yacht and pier for a really special friend of mine but I would really want to get it done right in a proper way without misconceptions. I've been poking my nose into tutorials and decided to do a test on a…
@PolyDoge Looks like there should be more than enough geometry in the existing model to get a passable result. The key is to use the existing geometry as support by offsetting the edges in the intersecting shapes so there's room for the subdivision smoothing to average things out. It's also important to preserve the…