Hi! I was hoping someone could lead me into the right approach of such shape. Military equipment is tricky.. So normally for helmets, I've had luck cutting out the shape with curves, like I've down so below, lofting it and retopo the sphere. However, this specific helmet has some harder aspects, and I've had no luck so far…
After slowly making my way through the entirety of this thread, I have compiled a selection of 49 images and GIFs illustrating some techniques, mini-tutorials and topology for a range of objects that people may often need to model or learn better methods for. Some included are bolts, screws, cutting holes in meshes and…
Cross-posting from a thread I made on the p&r forum: Alright, I'm having a problem with one of the spots. Here's the original shape: WHen I turn turbosmooth on, it looks like this: Pretty obvious results, right?. Now, I want that slope to have less of a curve. I basically selected the edges and added some extra edges to…
@kuronekoshiii This shape is essentially an oblong through hole so the same principles apply: place the intersecting geometry between the existing edges of the cylinder wall, match the segment counts on both shapes and use the existing geometry as support loops. How much geometry needs to be used depends on how accurate…
When I connect the train to a path constraint, the pistons flew else where in 3D space. As you can apparently see, near the top left hand corner is where the piston is at in perspective view while the train is on the spline. I was basing the animation concept from this bonus chapter on "Rigging the Hudson" by Chris Harvey.…
Here's the mini-tutorial: This method is the one I used for the silencer on my last WIP. Now, for this method I first decided how many depressions I wanted in the shape. In this case, its 6 rows of 3 circles. So for each row I will use one edge, and then have one edge on each side so the cylinder has a cleaner shape (but…
@guitarguy00 You can alter the geometry, but it's a bit involved. So you make your Sphere/Geosphere demonchild, and that's when you notice it: The pinch. You try to mitigate it by chamfering that edge, but you have little control before the pinch gets even worse. Time to evaluate what the problem is. These edges come from…
@SignalFlare07 Glad the write-up was helpful. The lofted shape on the back of the receiver can be created with basic subdivision or with a series of bevel operations. Here's what the subdivision approach could look like. Start with a basic cage mesh and refine the shape with subdivision preview enabled. Adjust the…
Hmmm, alright, I'll try that. Thanks guys. Edit: Question though: if I get the shape right with the edgeflow in for an easy cut-out, wouldn't smoothing it (like actual smoothing, not the preview) smooth out everything and I'll lose the edge contours I want? Example: Since this surface is a little curved, manually moving…
So there is 2 approaches: 1. Model Low-ish poly and manually increase the detail where you want it, then use that as a high poly for normal maps. Basically bolting high poly stuff on the existing low poly. 2. Model High poly with a 5-10 higher polycount then later reduce to a low poly. To me the first method seems a bit…