many of us on this forum have shown this before. Please take your time and go back, i showed this method on the page before and Perna, Earthquake, Eric and so many more has shown fixes for this. The key to working with curved objects is to have a the edgeflow stay as consist as possible. If you add 2 edges to close to…
Could you please give me suggestion how to make this: https://ae01.alicdn.com/kf/HTB1rrZLNXXXXXb.aXXXq6xXFXXXX/-font-b-SAMSUNG-b-font-USB-font-b-Flash-b-font-font-b-Drive-b.jpg I tried a lot of things, but I have trouble to make the nice flattened top with a hole. I thought the sequence should be something like this: 1…
Hello evereyone! Currently I'm struggleing with a shape in 3ds max. It's a curved shape with square holes in it. I tried million ways to solve it, but it's always pinchy.I watched tons of tutorials about this, but they built these kind of holes in cylinders or on flat surfaces and my shape isn't like that. If i create more…
Several ways, model all the panels, cut into them and separate them, the opposite, model therm separate from the beginning, keep it solid and cut into it in zbrush using hard surface brushes, use spline lofted floaters. take your pick.
i can imagine the subdivide modifier being used to have proper shading on curved surfaces when you want to use smoothing groups for the smoothness but i dont really see how it has anything to do with sub-d modeling.
@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…
Hey @clark_tee looking at reference I am pretty sure wing and fuselage are not one connected body. Also for hard surface stuff continuous mesh is rarely a case in real life so its best to approach stuff like this in a way how its built (section by section)
@2300511685 Depends... For example, if you're planning to model those details out as part of a game asset creation process, then look into 'floaters' (Floating Geometry) otherwise search optimized hard surface or gun modeling techniques, there'll be options aplenty too choose from.
Yes, you are right, it was done with a knife tool. I didn't care much about topology, for sure it can be done better. It's just to illustrate how adding control loops can tighten up geometry when used with a subdivision surface modifier.
Uh, I tried cutting it in using boolean but it doesn't give that smooth transition (as they surfaces don't line up. And I can't subd it because it creates more useless verts than I care to clean up. The below image demonstrates the difference: