Perna, here's a screenshot of the model as a whole so far. The feet look different due to feedback from the artist who did the character sheet/design. I've definitely realized that the profiles do not match up perfectly, specifically the head, actually. I'm trying to interpret the shapes, but I admit that it's a lot more…
Thanks a lot! I thought about something along these lines (creating it flat & bending) but I couldn't picture it properly in my head. That helped a lot!
This helps a lot. I was trying to get my head around making a twisted rope for a tow cable on a Tiger model I've been building on and off forever. So, cheers :)
can you post more of your mesh and what it is flowing into, as to why you have so many vertical edges but off the top of my head, more horizontal edges or bending is the way to go
I like redoing shit. It always looks better the second time :) I definitely agree with Darko though! If you can work with what you have do it! Save time, save head aches.
I know its in this thread, But i can't find it for the life of me. Can someone go over the best way to make a perfect (flat head drive) screw head? I've got something Ok. And have had a few different methods work, But my problem is how sharp they are. i can seem to get one with wider edges once you zoom out from it. Cause…
You can also turn topology around, like so: That way you can get rid of the "sharpenning edge". Example: To Brick Top: As long as you are not sculpting it, it should be fine (if you can get your head around that topology).
yeah the higher polycount is sometimes the only way to get stuff working. i gotta thank Perna and some of the other polycounters for instilling that in my head since I was soooo worried about polycount even when im in high res mode.
Heya guys, I'm trying to model a Tachikoma, but I am rather struggling with the hemispherical head. How would I go about modelling the circular holes required for the eyes to sit, and how would I approach the smaller holes around the Front eye? Is it possible without and pinching and/or distortion? Cheers, Joe