hey guys, what should i do to build the curving pipe with all those convex on it like the ref. 1&2. and this is what I got for now. I dont now if i do it in the right way? and what should i do next to get that kind of convex.
@FrankPolygon This truly helps for this project and future ones! You are right; things are more simple than we perceive them as. I always stayed away from boolean operations, but seems its inevitable for any detailed mesh play. Thank you again for a great discussion, Frank.
Filip5 said: Hey guys, another question. This doesn't seems to be right, but how to model it properly ? Hello my friend, I advise you to watch a video. Maybe he can help. Artist : Marek Denko Link : https://www.youtube.com/watch?v=MGoK4vHviVY&t=134s
Great thread! This is my first time here, and it's been such a help! I'm trying to get better at high poly modelling because I've never really spent much time doing it. I'm building up my portfolio just now, and my modelling kind of suffers. So this model I'm working on right now, has these vents on the end of a cylinder.…
if you add a bit more supporting geo where its needed my shape will bent quite ok. @martinball really nothing wrong with floaters.. in this example it will not even be visible if done right. It will not be like a hole floating over a surface to avoid cutting the mesh. it will be something thats added to the surface.
Sorry, my mistake. I will post properly next time. So this is what I made I placed a test floater beside it, I assume this is the right way to do it? So It'll all be in the normal map and I just have to paint it black in texture or make it transparent with alpha?
Hello, i have 4 times trying to model this thing and i never have the right shape, anyone can help me with this? I dont care too much if is the complete model but i only want to see how you guys will make the triangled hole and screw hole.
I'm severely stuck with this if you could advise it would be greatly appreciated! I have made a slight change in the curve on the trim on the right hand side; figured it would be easier and better for the lower poly. I'm mainly stuck on the topology for the edge and the bulbous square area... its incredibly difficult :(
I believe it's coming from the pole (vert with 6 segments coming into it) in the center of your mark-up. Try and adjust your flow to eliminate it. Send the loop around the top of your hole down the straight side to the right rather than just having it be a circle. Hope that made sense.
This right here. I still have a slight protection towards something I model or create in Substance Designer. I think everyone does, to a certain extent. I've learned that taking the advice of others to make my work easier and less messy has helped more than it hurts.