@SkinnyM Have to agree with Eric's recommendation to block out the major shapes before merging them and adding support loops. To add to what's already been said: blending complex shape intersections is all about creating accurate shapes that have relatively consistent segment spacing. Using more geometry can help with…
Hi all, I have a variation on the standard question in this thread about indenting a shape from a cylinder. Bear with me! I know about offsetting the cylinder side so that they act as edge loops. What I'm actually curious about is the subsequent control edges from the shape you're indenting. Say I want to indent a very…
@Elphobos This thread is full of examples of subdivision modeling strategies so it's worth taking some time to skim through the pages and look at how other artists have created similar shapes. If there's an issue that's particularly difficult then post some images of the model in wire frame and subdivision preview mode.…
Oh cryrid, I'm sorry. Edited, fixed, hopefully. Sometimes I get lost in my head. Drowning trying to learn 3D. hopefully this makes sense: Okay, so for example: THIS IS WHAT I THINK THE MESH IS TRYING TO TELL ME: Orange: The support loop around the joint is uneven. The lighting in the render matches this decision perfectly.…
Dear pros, especially sculptors, please help. I'm obsessing over this and can't stop. So I have this anime figure head I'm recreating (Super Sonico). What makes it different from lots of others is that the front bang/hair is smooth until gets cut into nice sharp edges. As if one continuous mesh. As as you can see from the…
Dear pros, especially sculptors, please help. I'm obsessing over this and can't stop. So I have this anime figure head I'm recreating (Super Sonico). What makes it different from lots of others is that the front bang/hair is smooth until gets cut into nice sharp edges. As if one continuous mesh. As as you can see from the…
@Deqa The edges on the model look a bit too sharp when compared to what's shown in the reference images. Though the fender is mostly flat surfaces, there are a number of angled transitions that are missing. Some of which are difficult to see. Gathering some higher quality references, with better lighting and more contrast,…
@JBurk The underlying topology in both your examples, with some minor adjustments, could work. Which starting topology layout makes the most sense will depend on whether the shapes need a softer or sharper transition. With subdivision modeling there's almost always going to be some kind of minor smoothing imperfection and…
I'll be showing the doublesmooth method or whatever you wanna call it. The point is a turbosmooth modifier that respects smoothing groups/hard edges, using it's iterations to control edge smoothness. It has some performance disadvantages, but the main advantage is working with curved surfaces like a cylinder because it…
@count23 Correct. Extruding and rotating the new edge into place ensures that the longitudinal edges remain parallel, until they are joined with the surrounding geometry. Constraining the scale operation by length and height ensures the width remains consistent and this helps prevent unintended surface deformation. Without…