@dadochudy: It's all based on what your polycount limits are. Less is always better. :) For the high poly I normaly stick to the real world examples, so instead of modelling the panel line etc. I normally simply modelling the panels itself. I made the experience that this way building the high poly is much easier (support…
@ColMatrix Context of the game, surrounding environment, remaining drawcall/geo budget and overhead will really dictate your art direction for this. I think the safest and most realistic solution is that this could be handled with a really nice bake + supplemental bake overlays into the textures (AO/Cavities etc) to really…
@carlbat Hmm...lighting is blown out a bit? Otherwise, as for your object in question, the only issue in my opinion is with those milled, stamped or ejected casting holes for fasteners manufactured into the circular extruded lip are obviously proportionally off which in turn makes the protruding walls way to thin to be…
That's easy, just model the pillar straight and then use a lattice/FFD modifier to slant them. It would be easier for you if you separated the horizontal beams from the pillar as well. I pretty much always try to build my highpoly objects as they would be in reality so if something's separate on the real thing it should be…
If the patch isnt fitting your mesh you want to deform then go into element mode and scale it up. Dont scale it at object level. ALWAYS work at a realistic scale.. ALWAYS. check your world units and make your model is correctly sized in relation to them. your modeling tools will work better as they are often dependent on…
A slight variation on the method above, if you want to capture more of that 'rolled' edge. If you google "Stamped steel scope" this optic is the first one to pop up. So I assumed its a stamped piece with wider more gradual edges. Having looked up references after I made it I noticed you may even make this a flat bevel…
I did this model a while back over the course of various lunch breaks. There were enough interesting shapes in the original reference material to make it a good hard surface exercise. I was aiming for physical accuracy and not for ripping normals so I tried to keep the edge size realistic. The topology is a bit sloppy but…
@ned_poreyra you are making things more complicated than needed. Those examples can be modelled with subdivision modelling, but it's a total waste of time because those shapes are not very realistic for hard surface models. You'll need too much time for a small piece, and you'll need to work with a good amount of polygons,…
Thanks for the links, but this takes care only partly of the challenge I'm facing. You see all those additional bendings and differences in sizes of "rope"? That's where my struggles are (I might not clearly stated my problem before). For example I've used helix for the handle and the bottom part, but it's extremely…
I'm curious how would you guys pull off modeling a cartoony character that looks like this? I've done some more realistic character modeling in the past but nothing heavily stylized like this. Capturing the expressions of the mouth and eyes is honestly stumping me. This is what I've done so far: I've been having a lot of…