hi everyone, i have been trying to model this power button detail, the surface containing this detail is curved, the problem is if subdivide the surface so that it has enough geometry to support such tiny detail then it gets very messy and the surface becomes very hard to deal with, on the other hand if i use less geometry…
Shingami: Why do all the splines need welding? Are you using that as the low poly model for in game use? If so will just tapering the ends and intersecting the pieces not work? le_kruemel: The can is in two halves naturally anyway. don't take the loops further than needed. Also, the above tutorial should help. Yes the…
Hey everyone, I'm looking for hard surface modeling challenges, can someone point me in the right direction(s)? Also, I'm looking for the image with information regarding to determining how many sides is needed to make a sphere containing quads for more topology for based sculpting, I can't exactly recall what to name…
No no not copy paste the images to other thread, what I mean is just close this one and make a quick link for most asked things in here which are mostly holes in curves and supporting edge loops, knurls etc. The new thread (part 2) should contain more challenges like the ones Perna did along with usual main purpose of this…
Hello, I've been asked to model this container, the model doesn't need to be super accurate so I did it in the least time possible. but out of curiosity, first of all If I it was your project would you do it in the steps as I did? (second picture) And the real question is how do you subtract two complex shapes with pro…
Another question for my model here. If you look at the area marked in red, it basically has a cylindrical shape with one cylinder(green light one) inside another cylinder(the silver rail containing the lights) and then another bigger cylindrical shape at the bottom holding it together with the top square part. I can't see…
Yea, it's a huge no no for baked maps. While normal maps are a texture, they are not the same as regular textures (Diffuse/Albedo, Specular, Gloss/Microsurface/Roughness etc.) in that they store mathematical values which are essentially encoded during the bake via the tangent basis. Each pixel found in a normal map has an…
I've a question about sub-d modeling 2 intersection tubes (contains hole, not solid cylinder). (I saw in another page, EQ or someone give tip for solid cylinder but not inside). A proper/clean way to make it? How. I manage to make it but takes some time to manually slide, cut some faces and weld/collapse vertices (and…
@izmuze The short answer is: the vertical support loops are causing pinching where they meet the curve of the leading edge of the wing. Terminate these support loops closer to triangular notch, delete the remainder of the loop and leave the resulting triangles near the corner of the notch. Here's a break down of this…
Hey there! What would you guys suggest to do if I'd want to model a curved plane with a border in the shape of a specific curve - say some decorative wardrobe door panel. Myself I know two solutions for this: either to create a smooth, curved surface on which I paint my mesh with Quad Draw/Shrinkwrap, or to make the mesh…