@Kerotronic This thread is mainly for 3D artists who are struggling with MODELING shapes etc. not Animation. Please read the thread title. :) If you're looking for Animation threads try visiting this link : "http://wiki.polycount.com/wiki/Animation" and look for tutorials you see fit.
Looks fine to me. Except you need to add the metal inserts, and the colored rings. If you're baking this down to a normal map, you could keep it separate from the body of the main model, just use it as a floater. http://wiki.polycount.com/wiki/Normal_Map_Modeling#Floating_Geometry
I made a thread last year where I had ripped pretty much all the useful images from this thread. You can download the image pack with the best images from this thread. Filtered: http://www.mediafire.com/download/plxrcb5ul882c7r/HowYouModelDemShapes.7z Image-Tuts:…
Yup, here they are... http://www.mediafire.com/file/plxrcb5ul882c7r/HowYouModelDemShapes.7z http://www.mediafire.com/file/wrgceiclhexfdk3/Image_Tuts_Mix.7z http://www.mediafire.com/file/dyhdenqkgobihdb/Wireframe_Dump.7z https://drive.google.com/drive/folders/0B50TkT6CiX5yR1JmWkNxcDhHN2M http://imgur.com/a/dEWXP…
@99499 If the shoes are an important part of the character that the players will interact with and view up close then it probably makes sense to model them as separate objects and rig them to match the rest of the character. A lot will depend on what the shoes are supposed to do and what the rest of the workflow looks…
@JaYcin3dWas going to model an example (...still might if time permits, alongside posting a result as well) utilizing a mainly non-destructive subd approach. Probably either Boolean - Bevel modifiers + weighted normals or Shrinkwrap - mesh data transfer technique?! But since I'm sensing you're more concerned with how the…
@aabdulrahman https://polycount.com/discussion/226803/hello-professionals At a glance, it seems as if your model is based off a US design with tapered hydrant outlets. So here's an optional simplified solution too your topology query plus keeping in mind when implementing a mostly manual editing approach, it's acknowledged…
@FrankPolygon Hey Frank, thanks for the extensive answer. I'm pretty new to modelling and I have to admit that after reading the answer 5 times or so, I still don't quite understand everything. :) While I have managed to reconstruct something that leads to similar results, it feels like a trial-and-error approach to get…
Hey Frank, thanks for the extensive answer. I'm pretty new to modelling and I have to admit that after reading the answer 5 times or so, I still don't quite understand everything. :) While I have managed to reconstruct something that leads to similar results, it feels like a trial-and-error approach to get there. I have…
@IronLover64 You have the basic idea but the difference is that Wirrexx's cage mesh has support loops. Here's a breakdown of what happens to the shape when subdivision smoothing is applied: The basic shapes look fine on their own but when subdivision is applied the smoothing effect deforms the mesh and the shape melts…