Depends what it's for, but a lot of those things I'd just have done by cutting a hole in the mesh and then floating/intersecting the inset geometry around the holes, rather than trying to make it all one solid mesh. But like I say, I don't really know what this is for, it looks pretty technical like it has to be perfect…
To jump off topic slightly to software used to create Sub Dizzle Geo. Professionally I use 3ds max and of course you can do anything in any software but I recently picked up EarthQuakes weapon of choice SILO and its wicked fast and awesome. Its also a package that you can afford since its only $150 USD. So you don't have…
If I was you, I would make it using spline shapes and a loft path. You might be able to get away with just 3 shapes, and then let it morph from one shape to another. At least it would be the easiest way to get the base shape, imo, especially if you want to adjust it. A video tutorial about shapes/loft can be found here:…
Hey everyone! I'm kind of new here. VERY new here. I have a question regarding UV unwrapping. The software is 3DS max, if that matters. Right now I'm just messing around and decided to make a stun knife. While unwrapping the blade, I did a bunch of stitching to connect the edges I wanted for the tip of the blade. I was…
Yo dudes! I'm working on a school project right now, and I'm wondering if I can get some help with this. I need to model something that somewhat closely resembles this shape here: but I'm not sure where to start. I'm wondering if someone can give some good pointers? Its a abstract/organic model with many complex curves,…
It depends?! If for example an ingame asset, I'd utilise an optimised low too high poly smoothing group/chamfer workflow (3ds Max) generating that object... or a pre-renderd static shot, probably grab Blender and indulge in a bit of non-destructive boolean operand machined part oriented modeling... EDIT: Browsing through…
Hey everyone, I'm completely new to polycount, feels a bit cheap to ask for help on the first post but this is quite a pickle for me and the game I'm currently working on! So I was wondering if anyone has any pointers or tips to help me approach this kind of style, kinda like donald pockets, but in 3d! Trunk isn't all that…
Okay. Here is my question: I want build a wall around my scene just like the guy in this tutorial (7:40). Problem is, I'm using Maya, and I don't know how can you do it like that there. I know you can do it in 3ds max using loft (gif), but it's not working in maya. The only way I'm thinking of, is using extrud along the…
This might not be the best way ever for sure, but i started with a geosphere, deleted some faces and use the sperify modifier, then collapsed and manually bridged the faces. The results are not very clean but with some more play around you coud get a decent enough version. This took like 5 minutes, so if you spend more…
I'm not familiar with 3d coat, but i guess you have a tool similar to zbrush dynamesh ? You can make one continous mesh from multiple separated meshes. The guy here is making a printable figurine, so you can watch the all serie, it's pretty neat. You can find more look at "sakaki kaoru"…