Ok here you go. Keep in mind that you allways want your geo to be evenly spaced on curves surfaces. Generally the squarer/more even your polys are the easier it is to get a smooth surface.
"...my low poly topology is atrocious. I've tried redoing it a few times, but I always end up with a similar result." hmm...well to start with there's a whole heap of redundant vertices or edges that are not contributing too the overall object's silhouette/shape. EDIT: So firstly I'd advise desolving those continuous…
@rage288 I can't add chamfers there because those are curved surfaces, and that would break the normals on that curve. Very nearly every surface is curved, so there's no obvious place to run the edges across the surfaces while trying to put them along the edges. The only faces that aren't curved are the ones with strikes…
My mate designed a canopy in 3ds max, he wants to cover the top surface of each canopy with a layer that fits around the top surface of the canopy, he has tried the cloth modifier but had no luck, any suggestions?
hi everyone, i have been trying to model this power button detail, the surface containing this detail is curved, the problem is if subdivide the surface so that it has enough geometry to support such tiny detail then it gets very messy and the surface becomes very hard to deal with, on the other hand if i use less geometry…
Hehe cool that you got it to work Godo. When people say 'more polies' all over this thread that what they mean. For details spanning across smooth curved surface, you need the surface to have high density for it not to be deformed or pinched by details modelled in.