hmm, I did try copying the original but I ended up distorting the surface. It just seems like it would be no easier than to just cut it into the geometry. For example, in the below image, the handle edges curve, I don't see how I could add in the straight indents without distoring the copied geo?
Also this way , I'm slowly working my way through this thread and saving all the good topo images for reference/study, came across this yesterday.. http://www.polycount.com/forum/showpost.php?p=1022109&postcount=703 hope it's useful. EDIT : Also this... http://www.polycount.com/forum/showpost.php?p=1184399&postcount=1054
Agreed. Also a reminder that information linked in this thread's Opening Post, Page 1, lists a huge library of content relevant too Subdivision Surface Modelling, as follows: Subdivision Surface Modeling on the Polycount Wiki Shared: My Technical Talk content by Perna How u model dem shapes? Image Ripped! by cookedpeanut
Hi, I need help , how to create best subd topology on cube corner with nice beveled edges, as you can see on the image below. I try something, but I am not happy with result. I need some advice, step by step guide how to do right way. Thank you.
This shape looks like a quadball. Make a quadball then make the top and side polys of it circle(there's a tool for it in 3dsmax tool ribbon). then bevel the side faces and get appropriate cutter shape. do boolean operation and cleanup. Image below is for the smaller shape. Bigger shape seems to need a cutter shape…
Hey, Here is an image with the problem area I am having. I blocked in the shape, as you can tell the shape is a bit more complicated. I have a good start on the long thin metal part and I am done with the pin/ring. Just having trouble with this area (highlighted in red). - D. Carmine
Very odd, It works for me now. But the day or so before I kept refreshing the page and it wasn't appearing. Thanks for the image btw, but when you say extrude the border I'm a bit unsure what you mean. Isn't it the whole end piece that needs to be popped up? Not just the circled part? Sorry for the bothersome questions.
The most important thing is to terminate those edge loops, the way i did it does produce some pinching. On flat surfaces its barely noticeable but its not that great for bent surfaces. You have to experiment some with this to make it look good. I added another edge loop for the left image to make the edge a bit sharper.
Hello there. Ineed need help with unwrapping my model. If i unwrap with seams like on image, there will be visible uv seams, even with tri-planar projection. (maybe it will be hard to see on color texture, but it visible on all lighting textures like normals or specs) But without them uv island intersect with itself How…
If its going to be baked down into normals, I would try and do it in post, drawing out a height map and converting it to normals or using nDo 2. You could also use that as an alpha to "sculpt with image" in mudbox if you need it in the high. Otherwise you could model out the patterns, subdivide them and trim off the excess.