@LouisMarshall There's a few different topology strategies for sharpening those corners while also minimizing the visibility of any smoothing artifacts. Which approach makes the most sense will depend on how accurate the shapes need to be, how visible the area is and how much time was spent creating the rest of the model.…
@Sims_doc The rail profile in those reference images has two distinct shapes: flat walls with radiused corners and tabs with angled surfaces on the underside where the mount can grip and index (center) onto the rail. That triangular notch is probably just a manufacturing artifact left behind by the dovetail cutter used to…
Hey guys long time no response (on my part), been really busy on my new gig. Anyways I thought I would throw you guys some love SnowInChina: you are so right that guys stuff is like MODELING GOSPEL. SUPA: there are tons of examples in the back pages of this thread covering different ways to do it and trust me I do mean…
Hi all first post on this lovely forum, been lurking for years. First time I've tried to do a full on hard surface model with turbo smooth etc. Ive usually just done mobile stuff but wanted to have a crack at some next gen workflow. The idea for the model I'm working on at the moment is to create the high poly to bake down…
@Yogifi Thank you. @tatertots Thank you for taking the time to follow up your initial question with a detailed explanation of what you tried and what you were looking to improve. Glad you found the posts helpful. Cylinder intersections is a good place to start and from there the v block project covers three different…
@iacdxb Start by blocking out the shapes to determine how many segments the arch will need to match the intersections with the vertical gussets. This dumpster looks like it's mostly welded plate and square tubing. The individual parts could be modeled separately or combined into simplified sub-assemblies. Since there's a…
@99499 The shape and cut of the pattern will play a role in how the loose fabric falls. If you're working in Marvelous designer: Try cutting a larger pattern with extra fabric in the side of the legs and adjust the cloth settings so it's saggy. Use a smaller pattern for the cuffs and try adding elastic settings so they…
I use it almost exclusively now and have not experienced any trouble making complex forms. Give me a small hardsurface challenge if you'd like! As for import/export I haven't had to work much with interoperability to be fair, but for game assets it works no different with baking at least since you export it as a pure,…
@borealis When working with intersecting compound curves it's generally considered best practice to rely on tools, primitives and modifiers to generate geometry with a consistent curvature and segment spacing. It's also helpful to block out the shapes before adding support loops and secondary details since this makes it…
@Tosyk When searching this thread there isn't always a direct copy of any specific shape but there are often examples of similar shapes and similar smoothing artifacts. Looking at how other artists solved similar problems can help inform which topology strategy would work to resolve a specific mesh smoothing problem. The…