Hello All. THANK YOU. I've spent the last two months (?) learning to model. 0 experience in any visual field. Can't even draw. I went through this thread start-to-finish several times, followed all the links that weren't dead. Downloaded the tutorials, made sure I understood each question and the posted solutions. And so I…
@FrankPolygon Hey Frank, thanks for the extensive answer. I'm pretty new to modelling and I have to admit that after reading the answer 5 times or so, I still don't quite understand everything. :) While I have managed to reconstruct something that leads to similar results, it feels like a trial-and-error approach to get…
Hey Frank, thanks for the extensive answer. I'm pretty new to modelling and I have to admit that after reading the answer 5 times or so, I still don't quite understand everything. :) While I have managed to reconstruct something that leads to similar results, it feels like a trial-and-error approach to get there. I have…
@tatertots In general: it's best practice to maintain the concentricity and consistent spacing of the edge segments that make up the walls of cylindrical shapes. Moving the edge segments too far out of position will cause the subdivision smoothing to either pinch or pull the mesh around the shape intersection and this can…
@navneethdodla94 Start by blocking out the shapes and matching the cylinder segments near the intersections. Try to minimize the amount of superfluous geometry by using existing cylinder segments as support loops for additional operations. Avoid adding support loops and secondary details too early in the process as this…
@Welcj When it comes to game art and high poly models for baking: there's few legitimate technical reason to extend all of the edge loops across the flat areas and into adjacent shapes. Most of the time it will just create unnecessary complexity that will make it harder to edit the mesh in the future. In general: it's…
@PleaseHelpMe A few posts up there's a couple of discussions about adding shapes to curves. You'll want to read through those for a more detailed answer to why this is happening and how to resolve it but the basic idea is to maintain a relatively consistent spacing on the geometry that makes up the curved surface and use…