Hey i am trying to model this ornamental design, im struggling with the circular section. Heres what ive got so far, i made the left and right side of the mesh seperatly after a failed attempt to make them in one mesh.
Ah ok then, first of all I'm curious if you're modeling off a reference or own design, if indeed the former can you post an image because likewise was not obvious?
Hello everybod, i'm pretty new in 3d design and i still have problems with the worklfow. For example here, i want to have an rectangle after aplying a subdivider.
DeathstrokeFTW I personally prefer the one on the right, I like the uniform curves more than the converging curves. Seems more like the sort of design choice artists in Star Citizen would make.
Start with a cylinder blocking out there the hinge will be, and build around it. I wouldn't worry too much about making it make 100% sense or avoiding internal collisions, scifi art takes a lot of liberties with design realism.
My mate designed a canopy in 3ds max, he wants to cover the top surface of each canopy with a layer that fits around the top surface of the canopy, he has tried the cloth modifier but had no luck, any suggestions?
Yes I know he has very good industrial design skills, VERY GOOD indeed, and a lot of taste. Just tried to replicate that shape and it was giving me a hard time, thought it has to be a better and faster way/workflow/technique.
@sixbysix in determining whether a particular topology design is 'good' or 'bad' primarily I'd advise keeping the following in mind: "As long as the sub divided mesh achieves your intended goals without throwing shading errors/artefacts despite it's aesthetics, then all good"
For the Noisy Cricket's handle, I'd do it in Zbrush using the method from Joseph Drust's "Surface Variation-Surface Noise" video: http://pixologic.com/zclassroom/homeroom/lesson/helmet-design-with-joseph-drust/#surface-variation-surface-noise Hope that helps!