Hello all, I am generting an asset, a Hero bad ass Asset for VR for Occulus Quest 2 (No Dedicated €1000 GPU!). To start below is a just door: Grey Shape = I have it covered with a normal map, looks great! My problem ist the Blue part, a HUGE amount of objects for this machine, have nice smooth beveled rounded edges. After…
depending on what version of maya, yes. Maya 2009, double click an edge to select edge loop. shortcut keys to switch btw subd and base mesh are on the 1 / 2 / 3 (one is shaded on / off IIRC) numeric keys above QWERTY (or nearby that, cant remember on the top of my head). Hope that is what you were looking for.
I have just finished a Free series which goes through all the inorganic modeling techniques i use every day on projects like my Iron Man and Hadron mech. Any comments or questions you got for me let me know. Inorganic Fundamentals 1: Inorganic Fundamentals 2: Inorganic Fundamentals 3:
ngons are a only a problem when they're causing noticable artifacts, anything that you cant visually see as a problem, isnt a problem =) And also yeah, modo has a nifty little feature that lets you "repeat selection" you just select 2 verts, and hit the up arrow and it continues doing the same. Its really quite usefull.
The nozzle (blue peice in the ref) has edges quite a bit tigher than in the reference. YOu can see the edges on that top peice are very thick and beefy. You could afford to run a chamfer around the whole shape with 2 or 3 steps on it. Then support. Otherwise, looks nice. The Little liniar ridges might be a touch shallow,…
If you have an Area account, here is a link to some great videos that will help you out with all kinds of crazy geo. The links to parts 1 & 2 are at the bottom. Hope this helps someone out :) http://area.autodesk.com/tutorials/inorganic_modeling_fundamentals_part_3 Opps these may already be on here, from the sounds of…
@navneethdodla94 I would start with booleans to create the base shape and clean it up. You have big flat surfaces here, don't be afraid to use ngons. Here is a crude example, should be cleaner in some areas. 1. bool, clean up and add some edges to help the bevel modifier doing it's job. 2. bevel 3. subdiv
I'm trying to turbosmooth the object while retaining hardness on the inner beveled part and the outer parts like screenshot below where hard edges are in red. I always end up with pinching. Attempts: 1) https://i.imgur.com/8iM6IDm.png result:https://i.imgur.com/rbp1Wq3.png 2) https://i.imgur.com/Bd8e02r.png…
yay, Thanks to polycount i figured out how to do this =o Thank you so much for being a resource from the collective MeshMindset! 1. posted question 2. spent time reading wiki 3. found videos of subdiv hard surface modeling techniques 4. found Arrimus 3D 5. Thank you PC<3
STEPS FOR THE NEW ONE. 1. box 2. inset the sides i want to bevel, top, left and right 3. use turbosmooth and smoothjing groups (top left and right have the same smoothing groups 4. delete the edges inbetween those sides. 5. Bridge and turbosmooth. And i bet you Perna will do it in 5 steps less.