@IronLover64 Try to capture all of the major shapes in the block out before adding support loops and applying subdivision. It may also be helpful to break the grip down into separate parts and join the front and back together latter on in the modeling process. Evaluating the shapes in the reference images: The front part…
Great video Pedro! And awesome work on that console. I laughed when the mouse danced around some of the boxes, "this is important shit, pay attention!" A few points to expand on the technique: * Sweep gives you more options then loft. It's modifier based so it stacks well with other modifiers. Loft is a Compound shape and…
@sandrokaza There's a couple of detailed write-ups for similar shapes on the previous page of this thread. The basic idea is to use the existing geometry as support loops by placing the intersecting geometry between the existing edge segments on the cylinder walls. There's more than one way to approach modeling this so the…
Yes, this is a very strong approach to keep a coherent way of thinking when modelling. I could perhaps give a insight in my day job on how important this is: In structural analysis, when you are optimizing a body, this way of modelling is called parametric study. When you create geometries for, say a car dashboard, you…
@Yogifi Thank you. @tatertots Thank you for taking the time to follow up your initial question with a detailed explanation of what you tried and what you were looking to improve. Glad you found the posts helpful. Cylinder intersections is a good place to start and from there the v block project covers three different…
Hey guys! I've been working on my subd modeling lately and one of my challenges was a Clone Trooper helmet. I've run into some issues with my usual workflow on this as I've modeled separate pieces using different techniques making it a little difficult to combine without pinching. How would I also best ensure the shapes…
Continuing on with my B-2 model in Blender... I'm wondering how to go about another approach for sectioning off the wingtips. In the following image, I have an edge going from 1 to 2, but what if I wanted to have the edge continue on until it reaches the hypothetical vertex at 3 where the edge would follow on to meet the…
@count23 When the number of segments in a cylinder is the limiting factor, one option for capping it with a quad sphere is to create a cube then use loop cut to match the number of segments and To Sphere to generate the shape. Scale the new quad sphere to fit then delete any sections that aren't needed or don't line up…
Hi all I have problem with smothing groups in MODO (indie) [cant use vertex normal tool kit...] Can someone check this ?! As you can see i have litle hard eges on the two island any one know solution ?! here is picture (left and right uv is have problems with smothing groups. Here is normal map form it: This is just Defult…
@tatertots You're welcome and thank you for sharing your results and followup questions. Example images in my previous post only show the initial block out, the final topology with a smoothing preview and the final subdivision model with a shiny material to highlight any artifacts. Only showing the starting and ending…