Hello, guys! Need your help to find out how to work with sperical objects, orbs in sci-fi and industrual style. Something like this Maybe this one too. I want to work with HexaSphere, separate couple pieces, make it hight detailed and copy to rest of surface of orb, but how? Some tips in Maya?
Hello, welcome to the awesome world of Subdivision Hard Surface modeling :) Starting out nowadays the amount of available online resource can be a confusing grind to sift through so to make the process a tad easier, here's some pointers I've managed too pickup along the way. So regardless of complexity beginning with as…
I'm trying to model this chain in Blender and I can't find any good way to do it. It's mirrored both on the X and Z axis (Z is up in Blender) but flipped, so I can't use a standard mirror modifier. You can do it with an Array modifier but it's really funky, you can't reliably move points that are mirrored so it's a pain in…
I see, so what you do is: you put the circle on the surface of the panell and combine the objects. Is that right? And then you create edges between the panel's- and the circle's vertices and merge them? Sounds like a good way of doing it - going to try it out next time i modell something like this :) Thank you for your…
I'm not really sure ther's a better method for this number of sides. I tried some other methods but ther's always some minimal pinching or distortion. Perna's method really looks ok. If it's just a small detail you will barely notice it on the normal map if at all. And if your cylinder object is really huge then use more…
Hi guys, I'd like to know how would you model this: It is the release lever of a S&W revolver I'm currently working on. I'd like to have the most accurate reproduction allowed (reasonably), but cannot figure out how to manage shape blending between tiny grip piramids and the whole object. Thanks for any suggestion.
Has anyone ever tried to make corn husk objects or have any idea how to model them to look as close to reality as possible? The main cage (metal parts) is easy peasy, but I find myself struggling with all the weaving/ bending parts :s Any ideas how to approach all those crazy parts?
@Hoodelali Usually, free form or 'on the fly' modeling would invariably be a method too output an object, especially if ortho refs are not available so what you've suggested I'd say give those workflows a try and see if 'eyeballing' the specific details you had pin pointed captures a near enough 1:1 comparison.
You are on the right track. Break it down into re-useable modules with variations in texture and objects in the way you describe it. Damien Bastian from Ubisoft actually did a talk on the environmental tools and pipeline they used on ACS on GDC2016. It's available on GDC Vault if you have access to that. Look…
This has literally been answered on every page in this thread, read back a few pages... You need more geometry on the object to retain the shape. Try starting with 48-64 sides and start again, remember to space the loops and try insetting the cutout from the surface and pulling it back, that way you'll generate some…