Because it may be easier to return to lowpoly this way since I want to normal bake this thing. But as I said I am a noobie, I don't know what the "established" / "correct" workflows are. So if you know it better, please tell me ;)
If you haven't already I suggest you take a look at MeshFusion in Modo. It's a different kind of boolean system. The advantage is that it's non-destructive and you can do very complex intersections. But the downside is that it returns a rather dense mesh, so it's good for highpoly but not so much for lowpoly.
When doing highpoly work you can use as many separate parts as you'd like. Most people would separate parts in their highpoly similar to how the object is built in real life as that often makes it easier to make the model look convincing. You don't have to break pieces off as you can just sculpt things to look like they…
I have no idea how to fix this, so I am asking people wiser than me :P I need the edges to be exactly in the position they are in for the lowpoly, but the entire area above needs to be smooth, no hard edges. I only worked with full loops thus far (you know, the box example kind). Halp?! D:
Not a lowpoly. This example does the job all right, but the problem is when i'm working in Softimage and that bastard-piece-of-software really lagging on me when the scene gets over 500k polys (and i actually have pretty good rig). And usually the rails are to blame. So is there a good way to make nice rails with less…
You can assume that people will subdivide till they got almost a perfect circle, and between iteration 3 or... 8, radius won't change much, so i'm not sure the number of iterations is so important. I wonder if a script could make a "geopoly" from your lowpoly so the subd is a perfect circle, or matches a specific spline.
Yeah i was just going to respond and say this, in a lot of cases its just a matter of adding more geometry, more accurate to the surface. I think we sometimes have a tendency to follow lowpoly rules when doing sub-d stuff, so you have to break that thought process, and concentrate more on the forms than how efficient your…
I'm not sure if this is difficult enough to ask here, but I figure I won't make a thread for something so minimal. I am trying to model this sign out for a lowpoly object, I wan't to chamfer the edges, but I am not sure on the poper topolgy that will allow me to do that, while not making triangles, and not adding more…
Another problem is that your edge width is not even. They are wider at the top and tighter at the bottom. To get a nice smoothing these need to be equal. This will also bake better if you want to make a lowpoly out of it in the end. Ahh and the lightning is terrible, I guess this is the "cool" two-point lightning setup…
Dude.. Besided the point that you asked, let me just say this to you. That concept is pretty bland. One of the things i like to see on a model, is the design of it. Right now.. Even if you did a perfect hipoly and then lowpoly +textures... it would still be bland even if you did it to a perfect execution simply because the…