I'm having trouble with a part. that I don't know what could be the best way to adjust the topology. A, B and C: - No tris nor ngons 1, 2 and 3: - A lot of ngons. The two parts render without artifacts: But the subdivision on the right is a total mess: I tried again the next day in this two are what I came out with: I…
Hey guys, sorry if this is the wrong place to ask but I'm trying to figure out using gras/leaf cards. I'm reading Berker Siino's breakdown here: https://80.lv/articles/unreal-engine-4-stylized-rendering-workflow/ From my understanding it's rendering planes onto a sheet to use as textures, and you uv cards onto the right…
https://www.youtube.com/watch?v=1kuVZjTrRVY Here you go. It's basically using 2 cylinders with pro boolean. the outside cylinder acts as the control edge for the inner cylinder. Then it's just a matter of doing a little cleanup. edit: Just noticed teh video gets cut when i add the first cylinder. No worries. Basically as…
method1 -model everything flat and use an array modifier -create a circle and convert to curve, or create a nurbs circle (whatever) -add a curve modifier, select your circle, voila this method is not 100% accurate, since you need to adjust the circle size to close the gap.. method 2 (cleaner solution) -model everything…
Hey Noors! Yes of course, but I'm also considering the fact I could encounter the same modeling challenge for an asset that wouldn't be so small on screen and then I won't have the luxury to ignore shading errors. I went ahead and tried experimenting some more this time trying the beveling technique: At subdivision level 2…
Hey friendo. You're gonna learn some math here, sorry. I see you didn't get the help needed, so here's a lesson in patterns. Identify the largest repeatable pattern. In this case, i'm able to pizza this boi into 6 pieces. The base angle for this pattern found by 360°/6=60° Now to break down one of these 60° slices. I do…
@byas There's a few different ways to approach this. One way to optimize for limited mesh density and overall sharpness is to block out the basic shapes to establish the basic topology flow. Then use a bevel / chamfer operation to add a set of consistently spaced support loops that automatically use 2 to 1 loop reduction…
Hi, I use Blender and have been trying to make these diamond shaped spikes (see Figure 1) on the back of this revolver's hammer. So far I haven't been able to find a solution that creates them without causing massive smoothing errors. The final model will be baked down to make a game-ready asset. Figure 1 - Diamond Spikes…
im pretty sure more geo isnt the answer here: im trying to craft the tip of a f35, pic shows 2 topology types i've tested so far, neither of them give a perfect smooth tip. The bottom one is a lot better then the top one, but the tip still isnt smooth (hard to see but its very apparent when you put specular on) I also…
You can even out vertices to one plane with scale tool by pressing J key then pulling affected axis in one direction and back. Under tool settings > scale settings you can set tool orientation, in this example I selected all the verts and set manipulator to "normal" orientation, but for some other scenario you may need to…