Shin: Model the base cylindrical shape with enough loops to hold the shape, cut out each panel from that base shape, go from there. Trying to model it all as one solid mesh is going make your life hell.
I haz question ! I think i want to model this slightly in the low poly, or test atleast. This is maybe not the best example but do you guys use "negative floating geo" ? If the low was flat, no issue, i put that on top, but if it is modeled in the low ? That would require to bake with it only, and then with the cylinder…
He's talking about the circular button to the right of the capsules. Honestly when you have a pattern like that I find it easier to paint it into the normal map rather than modeling it - you don't really get anything by modeling it and you can adjust the pattern to make sure it matches your texture resolution if you're…
Replying to this kind of late, but thank you for the suggestion. Unfortunately going into this I knew the "model it flat method" will not work: Quick exaggerated example but it creates tons of skewing problems. The left one was extruded before bending, the right one afterwards. As stated before I do not have a problem…
I don't think it's supposed to be just hard surface models in this thread. It's just that most of the difficult modeling issues are how to make that kind of mesh. here's a page from the wiki you might find useful: https://polycount.com/discussion/80005/face-topology-breakdown-guide/p1
Hi all professional modelers. I just want to ask how do you model stuff from concept images? For instance you're going to model a futuristic gun concept you found on Google, how do you approach those? How would you know what the back looks like, the other side of the gun, the parts inside, or its measurement? Let's say I…
Hi guys.The problem here is that I can't 3d visualize this object from a Nintendo game, splatoon 2. Using only POLYGONAL MODELING without digital sculpture, because nintendo didn't use it.Thank you in advance.
Several ways, model all the panels, cut into them and separate them, the opposite, model therm separate from the beginning, keep it solid and cut into it in zbrush using hard surface brushes, use spline lofted floaters. take your pick.
I would STRONGLY suggest not to model them separate from the start, it'd take a lot more effort to get the right flow over the whole plane. I'd do something like this, http://pac.gmod.de/Bilder/Models/Tutorials/spline_details_tut.jpg
Yeah, loft works too. And it's automatic procedural, don't have to analysing model/object at first. But doesn't hurt to model it like every other low powly objects, just need fair edges plan and such. Thanks for loft method suggestion.