Wirrexx, Thank you so much for the pictures and the link, I finally got it. I now understand the need for the geometry to "support" the shape and the edges bellow the shape to effectively stop the polygons from stretching or being under too much tension (Probably incorrect terminology) Another learning outcome I had is…
Hi guys, I’m a bit stuck one something that probably all of you find laughably easy. I’m in the process of modeling a shoe that has some rather tight curvature on some edges. I’m trying to get by with as few base polygons as possible to keep a smooth surface. If I just straight up model the section without looking at the…
Hi all, So this is how I create hard L shape crease on curved surface Need some further advice if this can be solved in a better way (without open subd / smooth group methods though those are easy :D ) Also in second picture from top, that kind of face deformation (highlighted face) acceptable or not? Hell ocd took over I…
@DeathstrokeFTW, I think it would benefit you to look into some tutorials on hard surface modeling and understand the concepts of "high poly" There is a great tutorial series by Grant http://masteringcgi.com.au/course/mastering-hs/ and also another great series by Paul Conner on Digital Tutors…
@Varravik it's worth keeping in mind ZacD had shared his solution to enable 'joining' two separate objects modeled with varying number of edge segments, basically faking a smooth transition using 'floaters' (floating geometry) in order to bake detail without generating errors from a high poly mesh too low poly proxy, then…
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…
Nice! I agree, can be challenging sourcing info or indeed how/what too query when a particular issue crops up in the first place?! So just a teeny additional expansion upon Frank's typically detailed advice which in turn I'd personally recommend to also search term vehicle games - production - visualization artist /…
thanks, that's actually far, far better from what i did. there is still a minimal offset, but I think that can only be decreased any further if I throw more geo at it. I guess what happens is: 1. Bend modifier is being used on unsubdivided geometry 2. After bending edges are properly (round) distributed 3. BUT, when…
@ned_poreyra you are making things more complicated than needed. Those examples can be modelled with subdivision modelling, but it's a total waste of time because those shapes are not very realistic for hard surface models. You'll need too much time for a small piece, and you'll need to work with a good amount of polygons,…
hi guys, this is not really a "how/help to do X" question, since I was able to get the desired look I'm after (just needs a bit more refining), but rather a "how to do it in a better way" type question. I'm modelling a violin and this spiral piece on the head was quite difficult for me to do. here's the reference and my…