Baroque designs like that have a lot of repeating shapes, model those 8 flower buds that make up the curve by modeling one and duplicating, a lot of the detail is too small to worry about getting it perfect or to worry about baking errors or intersecting geometry, just do it rough and quick. Just make sure the silhouette…
if you are using max, maybe give this a try: Make a cylinder, add some height segments (might have to play around with this quite a bit to get the right number). Put a twist modifier on it. Select one of the loops, extrude it (height of 0, just some width), and then you'll have the twisted loop of poly's that you can work…
I am trying to figure out how to produce rifling engravings. I havnt found any tutorials that would assist me. Can any one point me in the right direction or just give me a few good quick tips? Floating geometry would be fine. any help will be greatly appreciated. Cheers :)
Not a lowpoly. This example does the job all right, but the problem is when i'm working in Softimage and that bastard-piece-of-software really lagging on me when the scene gets over 500k polys (and i actually have pretty good rig). And usually the rails are to blame. So is there a good way to make nice rails with less…
Here's one for you. I think I'm on the right track, but I'm not really happy with anything I come up with. This is the closet I've gotten. I think I should try to get rid of that center vertex that all the edges are leading to, but I can't find another home for those edges otherwise. See attached.
I see, so what you do is: you put the circle on the surface of the panell and combine the objects. Is that right? And then you create edges between the panel's- and the circle's vertices and merge them? Sounds like a good way of doing it - going to try it out next time i modell something like this :) Thank you for your…
The main point of hard-surface modelling is to get high detail, rounded edges 'n such, bake a normal map form those details, and then use the lowpoly in game. Don't worry about the tri count until you have made that lowpoly. And yes, source can use normal maps, so you are on the right track.
still cant really work this one out, did you collapse a turbosmooth modifier then boolean in a tube, extrude to make the first semi cylindrical extrusions? then boolean the second cylinders to get the holes. i cant really work out how to get it looking right, might be the topo of the original piece i made though.
dude why do you edit your stuff it was allright, this is a discussion, you answers are as valuable as anyone elses :) There is no wrong or right here, there are different approaches and thats great. i think i know per wasn't pointing that at anyone specifically, still it is unneccessarily rude and should be pointed out in…
Hi! I really, really need some help with this shape. I have tried many times but I just can't get it right. It's the frame with small gaps. Especially those sharp corners give me headache. I'm making hi-poly version of this iron cross. Any help is very much appreciated! Thanks!