If you are doing a Subd and lp for it later to bake on, consider floaters. Either that or subd your mesh (the oval) and have enough geo to just select the faces of a T and intrude. Here's some dirty fast "you know what I mean" designs.…
Also worthwhile to note, when cutting into a mesh, giving some thought too topology design from the outset will often determine output as shown by the boolean operation. So lateral loops instead of a longitudinal edge flow and the result would've required minimal 'cleanup'
Minor Advice needed. (Using Maya v2012) I have 4 ways in mind but i hate trying them all to see which would be quick and give the best result So i ask how would anyone here tackle Modeling the design within the red borders
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.
Firstly model each example as shown, then study in turn their respective topology design, because it seems to me you're still struggling too understand the basic principles of subd modeling and that's ok, we've all been there before. Anyway no better way too learn that I know of than trial and error.
@"Joao Sapiro" In your design you have 2 edge loops at the top most part of the inset vs a single center point one (like mine). In your experience does having 2 give better smoothing results then 1. Or does it not really matter and that's just how you modeled it?
semi-related: this seems like a fantastic time to link this: http://hannesdelbeke.blogspot.be/2014/05/modular-bend-fix.html "A maxscript that lets you control the bend modifier with more precision, excellent for modular prop design such as arcs in udk This script automatically fixes the bend modifier, but also gives the…
If you are going to make clothing you should use Marvelous Designer or Cloi3D. However you could also do this in Blender, but it would probably take up a lot more time. There you would make the garment (model) and make the pattern (material/textures) in other software like Substance Painter or Quixel Mixer.
Hey guys, I have a problem, I hate Chamfer! I have this basic design I would like to chamfer so it would look metallic but when I do, it has some unwanted artefacts, they aren't huge but it bugs me so I ask you, what is the best way to do it?
Baroque designs like that have a lot of repeating shapes, model those 8 flower buds that make up the curve by modeling one and duplicating, a lot of the detail is too small to worry about getting it perfect or to worry about baking errors or intersecting geometry, just do it rough and quick. Just make sure the silhouette…