So don't use chamfer? How about using bevel, quads and use a lot more geometry? * Bevel inward a few times, to create some support loops, this also creates a nice quad corner for you, which is something you can do on your own, but this just makes it easier. * Bevel outward a few times, to create some more support loops. *…
ya but do i use booleans to create these holes or just do one layer the normal way? and see examples above, so many details, are they created as a same mesh or do i do each face seperatly then connect them?
You don't want to disturb the edge flow or create 5 edge poles along a clean cylinder like that. Try to terminate any loops or edges on the flat surface away from the loop.
Hi there. I would recommend to work with 1/8 of the mesh. 1. Start with your basic shapes 2. Create seperate mesh that would act as boolean 3. Boolean 4. Rotate the mesh 45 degrees 5. delete 1/8 of the mesh 6. Clean up 7. Rotate back -45 degrees 8. Symmetri and voila. HERE IS THE 1/8th of the mesh cleaned
so one thing to keep in mind. Dont go for perfect. It will just ruin your "lust" to do 3D. Go for what looks good. if you have tris and ngons everywhere and it still looks good to bake. Go for it. you will learn with each project. Also If this is a HP that will be baked down, be careful not to have that tight edge…
Guys, I have a very big problem. I DO NOT KNOW HOW TO MAKE POLYGONAL MODELS CORRECTLY.Well, that is, I know that everything starts with a block, but not everything can be modeled this way.I need to know the full pipeline of creating 3D models for games. so that I can create any objects I want using a clear pipeline.Like 3D…