@SignalFlare07 Welcome to Polycount. Consider checking out the forum information and introduction thread. This reply is a bit late but you're on the right track. Try to match the segments of the intersecting shapes and their support loops with the existing geometry of the underlying curvature. This will help prevent…
Yeah subd requires a twisted evil mind (no wonder why perna excels at it) , less intuitive than zbrush or booleans for defining shapes. Zbrush comes to a point where doing a hard surface mockup is as fast as subd, kinda like boolean. Not forced to focus on shape and topology at the same time. I don't see cheating here,…
@guitarguy00 In the previous example: the base sphere has 12 rings with 24 segments and the subtracted sphere has 22 rings with 28 segments. Both quad sphere and UV sphere intersections tend to produce topology that requires some additional clean up. Minor differences in scale and position often prevent the perfect…
@perandall Without a wireframe it can be difficult to provide accurate feedback but it looks like the typical pinching and stretching artifacts caused by either poorly supported shape intersections or unintended deformation. These types of smoothing artifacts are fairly common when adding shapes to curved surfaces. A…
Hello guys, I started to follow this thread a few years ago, but I decided to register here because I have just run into a problem that I can't solve alone. I learn a lot from this thread about hard surface modelling and I don't have problem with mechanical objects but I challenged myself with an TetraPak milk carton box…
No problem hope it helps! I hope this wasn't relating to your issue in the general discussion thread. Otherwise that would have just meant your topology was the problem. You should try and stay quads. Although if you have to resort to tris somewhere it's not a big deal, as long as the mesh looks good smoothed that's all…
@solitudevibes There's a couple of different ways to approach modeling a lighter hood. A direct approach would be to block out the major forms with a simple quad grid then subdivide to create the necessary support geometry for the holes. @wirrexx explains this modeling process, with a great visual example, in another…
@Neox Really appreciate the kudos. @laeion Welcome to Polycount. Consider checking out the forum information and introduction thread. Soft hard surface objects can be tricky to model but taking apart one of these packages or gathering references of them disassembled can provide some insight into how the paper is cut and…
More I think about it more it seems to me not exactly subdivision question in general. I use Zbrush after all and it's all about subdivision. I meant rather all those extra loops people do for nice shading of subdivided meshes that ended up into in game models ( not subdivided models themselves). A special topology that…
Well, here i give my two cents. I'd change that things on the topology. And this is a model with some examples of hard surface modelling tips i've earned by experience in years LOL. This is how i solve all those common problems. Similar example Earthquake put, but without pentagons. They are very very useful, but not…