OK, I've been trying to teach myself Mudbox lately and I've run into a wall where I need to ask how the pros do it. Consider this space dude face I've been working on: Now, see that thing on the side of his head? I struggled endlessly trying to get that to be a nice flat piece of something but no matter what I do in…
Noname's displayed method actually isn't that time consuming. Its pretty much the same method I use for braided cable/wicker basket's, takes like 15-20 minutes to crank out an entire weave. For that bed its even simpler, I mean you just need the first one then smart move (or equiv in max) the number of copies you need to…
@tatertots I was planning on going through the weekly hard surface modeling challenge from 2014 (though I'm no where near prepared and instead decided to first go through all of Frank's detailed posts here). What you talk about with N-Gons and bevels to create the topology and join them up, I'm getting a good understand of…
@sera3D Hey buddy, read my post on this page with the leaves in it. N-gons are not your enemy. N-gons on uniform curved surfaces can be your enemy. On supported flat surfaces, N-gons flat out don't matter, and will enable you to save a bunch of modeling time and render-time by letting you end your supportloops in one e-z…
@pr3stl1 @ned_poreyra As Eric and Axel have mentioned, the issues with both models can be solved by using the same topology strategy: Block out the shapes so the segment counts match and use the existing geometry of the primary shapes as support with the secondary shapes intersecting between the edge loops of the primary…
Hello again I am still reading here and I have another problem. Here is the image. The biggest problem I am having is to terminate edge if I don't wont it to run across the whole object. And if it is planar it is not a big deal it looks good most of the time but if it curved geometry then I am stuck. This is just an…
Thanks for the replies guys. The image I posted previously was just one of the routes I tried to take to make the shape have good topology for the LP. Here is my HP, and a low poly outlining what I can't really wrap my head around . What I am really unsure of is, if I (from top edge to lowest) chamfer this one, I have…
My opion is try to use Bend and FFD mods when I can. Then used extra geo like 64 sided cylinders to get what you have. I also have a lot of luck with a very lo base mesh sub d to 1 iteration and then modeling in more geo on top or sculpting what ever the need may be. It is like a gear that let say has 8 points coming out…
Hey guys! I've been trying to model a helmet lately (in Maya, no ZBrush) as practice for hard surface subd modeling as opposed to sculpt + retopo. However, I'm stuck trying to figure out how to best connect these different shapes with optimal topology while preserving the sharp insets in the visor as seen in the reference…
@Filip5 It sounds like the process and result you're describing is the spin tool or a curve / array modifier combination. The curve and array modifier workflow is more complex and wouldn't make sense unless there was repeating geometry in the field between the arch components. (If neither of these is the workflow you're…