Trev: Suggestion for your tyres. NOTE: I screwed up the patterning so they don't line up right, but the process is sound. Model the tread gash straight across the tyre surface. Just do one section. Looking at some other reference for that tyre model there are 10 harley logos around the edge, making them spaced 36 degrees…
@TelekenticFrog: Hehehe I had a similar TOTALLY OCD problem with the top of a ceramic kitchen pot. Simple-seeming inset drove me up the wall. I redid it 7-8 times over two days and came to the same conclusion as EQ. Specifically, that if I can identify a real world shape as "inset", then insetting and controlling the…
Hi guys, I'm having problems adding small detail bevels on a hard surface vehicle. I'm doing ok with blocking it out and getting it to look smooth and hard edged in the right places. I'm having a very hard time finding out how to do these bevels that go across the model which get out of my "original wire-flow" to create a…
Alright, so i see time and time again that people tend have trouble doing certain things with hard-shapes and sub-d modeling. So i thought i would try something out here. I'm going to open this up to let people post a reference image of a simple, yet complicated shape(no motorcycles or tanks or stuff like that). And i will…
@FrankPolygon Thanks for take your time to answer! I think you gave more answers than questions I had :) ! I had an idea for your method (manual adjusting mesh) but my first tought was, that nobody do this way, .. but then I was wrong! I hope that I will find a little time, to try these modelling methods! I follow your…
how do you distort the proper geometry into something closer to organic rathar than basic hard surfaces? My attempts end up with some weird spikes and stuff.I guess a better controll is possible with smaller poly's,but then it would be a pain in a but to correct them all. I challenged myself with joystick,and the handle…
When doing highpoly work you can use as many separate parts as you'd like. Most people would separate parts in their highpoly similar to how the object is built in real life as that often makes it easier to make the model look convincing. You don't have to break pieces off as you can just sculpt things to look like they…
EQ: That example is just what I needed, thank you =D. I seem to struggle with my approach to certain shapes, which I suppose comes with my lack of experience with subdivision modeling. As you can see I am 'ok' at getting the large shapes, but completely fail at more complex smaller details. obliviboy: I believe that…
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, I did use subdiv modelling in the past but once Zbrush got sub-projection slider in its dynamesh and a density picker I gradually stopped to do subdivids at all. Then a few years later I stopped to do hi res models for hard surface things too mostly because of rounding corners shaders + adding details straight inside…