Your holes are wonky because you have edge loops running through their silhouette which is distorting the shape. It looks like it's supposed to be an 8 sided cylinder but you've got an extra 3 edge loops running through it making it an 11 sided cylinder. Just delete the 2 edge loops running through the cylinder and…
@ColMatrix Context of the game, surrounding environment, remaining drawcall/geo budget and overhead will really dictate your art direction for this. I think the safest and most realistic solution is that this could be handled with a really nice bake + supplemental bake overlays into the textures (AO/Cavities etc) to really…
I have a question about subdivision modeling. We basically have two mechanisms to sharpen edges: 1) support loops; 2) edge creases. Is there some set of rules when I should prefer one over another? From my understanding: edge creases allow keep geometry simple; support loops usually give a better look, because it creates…
I'm afraid to make a new thread about this because the last one did not go well, but does anyone have any resources for learning about "combining" 2 different objects with different vert counts? For example, I'm about to make a pair of shoes for my character who is low poly, but the shoes area an important part of the…
Hello There, nice thread. been reading it for like 2 hours. now I got a question. Are there any non-manual ways to do a chamfer like the fillet in spline? I mean like the inner vertexes are closer and the outer ones are further. you can see what I mean in the picture below. The left one is a spline with fillet, and the…
Thanks. I got it to work once I set the sub-d level to 1, instead of 2. It matches up great. So my question is about putting this into practice. It seams kind of time consuming to cut in a bunch of edges like that in order to add support to some detail you need. It would be awesome if you could show a practical problem and…
Just wanted to contribute to the thread and also see if I can get some crits :) What I did to get this cello body is as follows: 1. model the body 2. model the hole as a poly strip and move the vertices onto the body surface using surface snapping 3. refine the body with one level of subdivision applied and delete the…
ok first up, you dont need to model all the holes. Only do one and duplicate it all the way down because the model is repetative. 1: Make the diagonal cuts shown by the red lines 2: Chamfer the Blue vertice to make your cylinder 3: You should end up with something looking like the green line 4: Remove the red lines with…
I have a question perhaps someone can help me with. I want the nice smooth curve that is shown in picture one, and it seems that the only way i can get that is through the elimination of a support loop, which creates problems with the cut out area. Then in Pic 2 it looks a lot better with the support loop, the problem is i…
Hey Guys, I uploaded the first tutorial that Sathe created on CGChain to my website. Please grab them asap, so I can put up the next tutorial. You will need all rars. I found the FLV plays best in VLC Media Player. http://www.3dwasabi.com/rars/ I will leave them up for 2 days, then upload the next tutorial. These tutorials…