So SF do kind of keep a mental library of models you've done, or do you just mosey around in past projects pulling pieces out. I found this to be informative about cutting holes.
btw a bit of a sidetrack here, if anyone ever used CAD software, I was quite excited when I worked with NX 3.0 at university. The solids are so nice to modify, added smooth edges and so on is really easy, but the best is probably the boolans paired with associative geometry. like creating a helper plane that is always…
Yeah it's a biatch. I think there are a couple of other 3D modeling packages that can define the weight of a bevel without the need for actual double edges, but alas. I recently made a WW2 MP5 in Maya. I learnt quite a bit about hard surface modeling. It aint as easy as it seems. It's a cliche, but practise makes perfect…
Daz, thanks for the bevel advice I'm using the BPT bevel now and it helps out the workflow a bit. Poop, I'm not using Max but your wire frame helps me out. I guess my real question was does everyone have to spend a lot of time on a high poly weapon to get the hard edges looking right and it appears they do. I'm curious how…
https://polycount.com/discussion/168610/3ds-max-zbrush-proboolean-dynamesh-hardsurface-workflow-tutorial/p1 There is probably a super boolean alternative in Maya. This technique is absolutely fabulous when it comes to fillets, holes and all those other pesky modeling details.
Lolz.... :D ...yet despite this topic's vintage, there's still a substantial validity in terms of underlying fundementals irrespective of technique shared by ppl here. Although yes, tech has obviously progressed since the 'swinging noughtie's' however basic modeling principles remain I think largely unchanged. Now with…
Oh wait, I just thought of another question, what level of smooth are you guys using and how many poly edges do you use to get a hard edge. Currently I am using level 2 smooth and 3 poly edges make a hard edge when smoothed out, maybe I can decrease modeling time by going to level 3 smooth and having a lighter base mesh?
Thx Daz hmm Don't know if this helps, for cutting into rounded surfaces. http://www.strangefate.com/webby/modeling-rings.jpg Edge or vertex weighting can be usefull and easier there sometimes, although i really don't like using them, you really forget where you used them in large models and while edge loops transfer to…
You just gotta drag me into this don't you Daz? 8-) I don't want to let this model out of the bag yet, but here is a closeup of the wires on one portion Its very important to get the microchamfers, and keep your quads for hard surface modeling. If it's for normal maps, you can afford to be messy a little, but I found it…
Tasty! I agree about how vert weights can be a pain, at least in max. The biggest beef I have is that they don't survive a collapse of the stack... the results can be baked in, but they're no longer editable. If I use extra edges instead, I can collapse whenever I like, which is pretty often. I guess that's a max thing…