I suppose it’s not a direct modeling task, you might get better results using procedural engines like Substance Designer or Houdini. As it seems to me from what I see - it could be achieved by warping noise and displacing geometry with the result. Check out some of Daniel Thiger’s stuff if you’re decide to go Substance…
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!