Hey Frank, thanks for the extensive answer. I'm pretty new to modelling and I have to admit that after reading the answer 5 times or so, I still don't quite understand everything. :) While I have managed to reconstruct something that leads to similar results, it feels like a trial-and-error approach to get there. I have…
Please, tell me again how I am the person being offensive. No where in my post did I ever mention that anyone has no clue what they are doing, yet you posted "1- Have no clue what they're doing 2- Think it's "cool" to have a busy stack 3- Or are using it as a "restore point" for the mesh (see #1)". To me, that's pretty…
Hi guys! I'm new to poly-modeling, and most of my theory I got from this exact thread, so I want to say thank you for the awesome advise and the time all of you spend teaching noobs like me and helping each other. <3 So here's my problem: I am modeling an old soviet airplane with a cylindrical fuselage (body), and at one…
DING DING DING You've hit the jackpot! The solution, like 80% of this thread, is to remodel the shape with more geometry! yay The problem is that you dont have enough inherant loops to support the shape, so you then have to add more tight loops, but that creates hard edges. So, you start with a more dense mesh, with a…
I'm about to walk out the door, so can't post any workflow pics, sorry. Ok well, a simple straightforward approach I'd suggest which pretty much works for me most of the time. Is to first breakdown the shape into basic forms, much like blocking out. So what I can see in your image, is a half cylinder with two extruded…
Good job getting the shape right, just my two cents about a couple things you could try to push it even further: 1) Pay more attention to the size and shape of your bevels once smoothed, consistency is very important in order to make an object look clean. In your case, the sides and the bottom of the shape [the one you…
Hi Frank, Thank you so much for this very detailed explanation. This was very clear. I've tried and tested all the different approaches you described and this has given me a whole new view on how to use the bevel/chamfer tools and the inset tool. Insetting n-gons to create edge loops around the details you wish. Using the…
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…
Hi, please could anybody advise. I have two issues on my model. Problem 1 can be seen in the 1st 3 pictures where i'm getting some picning once Turbo is applied. I'm struggling to terminate these polgons on my lowpoly so that when a turbosmooth is applied i don't get pinching throughout the model. I know this isn't a tough…
One tip I can give you to save time. Block out the big shapes, Block them out without using Subd. Just to make sure that all the pieces you need are there. So, you start with only 2 parts that are blocked out, 1. Headband is one piece and earcups with drivers are one piece. (So two pieces) 2. Then you iterate further on…