Not sure if this thread is for sculpting, but whatever. Hand painted textures, much like concept art, are 2D - obviously, but the rules of perspective aren't as set in stone as in 3D. I don't think you'll be able to reproduce these 1:1, but you could end up with something similar. As usual with sculpting, you start with…
There are no rules. As long as the object looks correct when it's subdivided then move on. Sometimes people get told to avoid triangles when they're new to SubD modelling because triangles don't subdivide as neatly as Quads. Additionally, when you're just starting out you're unlikely to be trying to model some crazy shape…
heeere's comes Wizi lets make it easy, the big cylinder under is 18 sides and the small one is 14 sides =). I was not quite sure what you wanted to achieve so i did 3 diff. Models. see if it helps From Left to right. 1. I use primitives to align the 2 cylinders edges to eachother. The big one is 18 sides and the smaller…
@WAYWO Yes, you are probably right.... i just found some interesting images from way back in this thread and gave them a go, i guess i totally forgot how the subd works, (averaging between vertices) and for a second, thought its a "miracle skeleton key" solution for subd modeling. I tried to fiddle with the 6 sided…
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…
CoD67 the simplest way to make the shape is break it up into two. Since the rail and the holey-tube-can'trememberthename are two pieces in real life. Create the pattern as a plane and make it so you can tile it. My topology isn't optimal and yielded some smoothing errors so I would try simplifying yours. Give it some depth…
so I made a very rough boolean opeartion, after that I did manual cleanup for edge flow on open area for engine section just to give you an idea. There are number of approaches you can take though, You can try spline cage method for modelling this as one highpoly mesh, most commonly used for modelling cars. However I would…
Much appreciated @FrankPolygon for your insight. I do think that I should create a block out stage in future, as I can see it would help to see an overview of the flow and it would definitely help with planning. It is something I will look into further, as for the moment, I try to get one area perfect, and then move to…
I'm curious how would you guys pull off modeling a cartoony character that looks like this? I've done some more realistic character modeling in the past but nothing heavily stylized like this. Capturing the expressions of the mouth and eyes is honestly stumping me. This is what I've done so far: I've been having a lot of…
I'm trying to model the object seen in the pictures and I figured that modelling the intersection would be a smart move since it will define the number of edges needed for cylinder. I modeled a part of it and added the supporting edge loops(no creasing) which would affect the cylinder curve and first tried matching…