Lowpoly isn't an issue. You can add detail and do whatever you want as long as you work with the surrounding geometry instead of against it. Oh no, an Ngons. What to doooo Oh
You are overthinking this. It´s totally fine as long as the shading is good. Who told you to avoid non-planar polygons? Basically its impossible, except you are only doing cubes.
Hey guys, I was just wondering if this concept was given to you and you had to model this bookshelf, how would you approach modelling the details such as the woman and the leaves patterns? Thanks in advance!
Thank you so much sir Perna. Could you approve this structure? Geometry looks a bit weird because I tried to preserve these vertical edges of original cylinder (looks better this way). I asked you specifically because I love you. <3 Pedro
No, you can't do that, because you'll change the vert count and the edit poly on top will start changing the wrong verts. You can remove loops after you add them if they're not what you want or are causing issues. Generally you don't want to be adding support loops and then continuing to work on parts of the mesh those…
Tris will also create quads when subdivided...the rule "quad only" when its spewed out without even trying to understand it will only do harm instead of helping. I think that what you mean by the 8 sided thingy is that when you subdivide its in the power of 4 ? altho thats tottally irrelevant when modeling . The hole with…
You can use boolean. Step by step in Blender: Bevel the edges > duplicate the triangle and separate to new obj > origin triangle to corner (use 3d Cursor is ok also) > rotate and scale triangle > solid and finally boolean with cube… Notice here when you rotate, use transform orientations by normal (create new custom if u…
what is the final product? a bar of soap in a (any really, iso, thirdperson, even firstperson) game? use a normalmap how close will you be getting to that soap that it needs to be modelled in? if its for advertisement, i would really just displace it. oh wait this is about the material/shader? i feel like this is totally…
@vaneir almost right. spline then extrude then convert to poly. If you just convert to poly you end up with a flat surface which you can extrude then. its just a matter of preference really and i think you work with maya right? so it doesnt make sense to go to deep into max terminology. so you want to deform the whole…
You can use the ultimate method (adding more geo) [left, middle]. You could add edgeloop around the area you want sharp (smoothing is necessary to not look pinched) [right, left side]. Or you could try using creases/smoothing groups (although it will be pinched no matter what, you can only control how much of the pinch…