Hello everyone, I am thinking of what would be the best approach to recreate those "spans" on the wings of an airplane. How would proper topo look like ? And is modeling the best way to do it or is there other ways like sculpt/texturing and what would be their respective pros and cons ? Here's a cheap modeling attempt…
Hi, its ok, but for keeping that loop's distance constant from the cylinder's base, use the PolySplitRing script from here: http://www.illusioncatalyst.com/ic_tools.php Sorry but i cant help with sculpting...
How would you guys model this shape? I highlighted it in red. Would you start with a very basic base mesh in zbrush and sculpt the detail in manually or can it be done easier in Max?
Hello, please give me your opinion about this mesh and how to make it better especially for sculpting. It's the base for a column. If you want, here's my obj version: http://www.megaupload.com/?d=C327XGAE Thanks.
Ndo (or any other height map -> normal will do) or sculpting. You can unwrap it however you like, one way you have 1 seam less, the other it is easier to lover the definition of the back side.
crasong, you start with way too many polys on that silhouette. You won't manage to make a clean shape in the other dimension. I don't remember how to perform meshsmooth in maya, but look for it. Keep the mesh simple (blocking) then subdivide it. This is the whole point of that thread, keep a manageable low poly that once…
^ Yeah, that script is quite helpful. The weld lines it creates aren't very realistic, the splines it creates along intersecting meshes can be used though (I sculpted just them to add a welded look to a model made with subD)
i agree if its pure sub'd but for sculpting a grid like structure actually saves you from having to subdivide too many times and can really help avoid pinched details mayas sub'd modelling really excells at this
hi , thnks diop , i just done do it , with properly way to told me , here the result before turbosmooth http://www.imagebam.com/image/b0baa079702906 after turbo smooth http://www.imagebam.com/image/77e35579702900 and wondering if this good for sculpting?
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).