@ChrisJones75 Friendo, post your attempt and we'll be able to help you out, buddy. Otherwise, no, that tutorial shows pretty much the simplest way of doing details on curves. You could stop at his third step, unwrap the thing and do a heightmap with displacement. @iacdxb M8 you've spent all that time trying to make that…
The problem for this solution is probably in every 3-4th page of this forum. Curved surfaces needs to be equaly distanced for them to be able to hold smaller details.You could fix this by pushing and pulling the vertex on your model until it dissappear. Or, try to bake it down apply a fast texture and see if it's really a…
No need for that tbh. Now you've picked let's say 40 segments. so the 40 segments means. 1. You have 40 lines (edges) going around in a curve. 2. i want you inbetween one of those edges, cut in /add another Segment, doing so, you already have "support loops" from your original cylinder. Following along? 3. Check the…
Hey Per I liked the video, I haven't done any proper sub-d modeling for a while so interesting to look at (and I did have a go too) but I've got some questions. Why you like the constant width chamfer so much? Visually I don't like the shape it makes as the bevel get larger on the corner and I can't work out a fast way to…
Gonna help with this one. This might be the simplest way, using just the bevel tool with a selection of edges, and some edge support loops. Using 3 sided bevels/chamfers we can obtain good rounded results, with enough details on corners. Blender do the bevel job very well. And this is the "Pentagon" way, a tricky one with…
Stumped here: I have a filagree pattern I wire-deformed into place (see left). I am attempting to deform it as a fringe piece on the gauntlet (see right image) between the red lines. so far I've tried: 1) using a wire deformer 2) A wire deformer to get the round shape, and then another one to pull the inside of the…
I have a work around for creasing like that in Blender. Maybe someone can translate it: Here is before: The first thing I would do is create a base mesh of the shape, and set the subdivisions to a high number like 4 or 5 before going in and adding the details: Then duplicate the mesh and set the subdivisions down to 2 or…
Hello world! (No scripting/programming languages were harmed in the making of this introduction) So I am running into my lack of experience barrier on modeling some of these shapes. I'll probably just move over to floating geo in the name of progress, but for the future I would love to note a good way to do this. The major…
"I am well aware of subdivision modelling but always though it's a part of movies/ animation pipelines. The all quad approach paired with Zbrsh subdivision and displacement mapping. Where lods are just subdivision levels.,," No worries, this thread's purpose after all is a resource so what may be irrelevant to some whereas…
OK...so i have a question. And just to let you guys know i have been experimenting with this all weekend. Learned a lot. But i went through all the pages in this thread and found nothing about ornate armor modeling techniques. for example the areas in this image: Uploaded with ImageShack.us i've learned lots about trying…