I amactually talking for a high poly workflow where I use sometimes some complex meshes to be subtracted by another one in order to create a nice cut flow in the high poly mesh , but most of the times produces a sloppy result and vertex mess, this I need to clear because I want a good quad flow on my hp to use correctly…
The thing with Booleans is, though, that the topo always is. Just read through your Shapeshifter dev thread and I have to say I'm impressed. The baked results are perfect. I just tested this in Max using your demo mesh and the Chamfer(quad chamfer) modifier, and the results weren't great. How are you dealing with normal…
When using blender: Even though unlike max you can not alter primitives after creating them anymore the lowpoly should not be a problem to achieve because you never have to collapse the stack on the operands. So approaching the boolean with halfway subd capable models that double up resolution-wise as good bases for game…
+1 for this. I only do the boolean-zbrush to get faster result for complex shapes. This workflow suffers from hardware limitation if you use it too much. I'm still combining regular subdivision modeling with boolean workflow. In the third last of the video, where Michael imported cad data and made the polygroups manually,…
A guess would be that you are decimating the models to a low enough resolution so that you are loosing detail. Im not sure what baking process you are using but a decimated model is more suited as a base for retopoing in your external 3d app. I wouldnt use a decimated mesh for baking but only as reference for creating the…
I'd have to see the before/after to get more specific but generally speaking, * Use dense geometry in the boolean stage for any curved features - chamfer and turbosmooth modifiers are your friend * Any visually significant chamfered edges, wider than other edges, should be present in the boolean stage * Use the minimum…
Hey guys, blown away by this thread but a question from an amateur: I think the only doubts I have with this method is that, is this a good method I should learn (as a noob in modeling)?? On one hand, I feel like this is amazing and believe many things can be created (some even seem impossible to do in sub-d w/o giving you…
When i say nasty geo i don't mean something like Snefers geometry or the meshes presented in this thread,those are super clean tbh.I'm talking about ugly as hell topology that has hundreds of vertices connected to nothing but void space.Those are the real enemy of ShapeShifter and in it's latest prototype i changed its…
This is a process for creating hardsurface game assets, automating the highpoly and lowpoly stages as much as possible. Using this technique the artist can spend more time focusing on form design, less time on tedious operations relating to subdivision or optimization. I've been doing this for a couple weeks and received…
They are no 'lazy-techniques' when you get the end result you want and you can easily make adjustments afterwards. However, you should learn the basics of Poly-modeling/subdiv since some shapes are still easier to create that way. You have better control over large complex forms with poly modeling. Smaller forms and…