look back 2-3 pages, i have a great example on this.. look back 20-30.. Perna has.. Then look back another 50-60.. Earthquake, Perna, Me and so many more has shown great examples on how to get rid of theses issues. When it comes to curved surfaces to say. Dont do your cuts here , if you are, you will need so much more…
hey! I checked out the GameArt Workshop and saw the AW weapon. Just curious on how to model some parts of it. Oh and no im not joining the GameArt Workshop #4. I'm just trying to learn some new stuff, hehe So the part im going to ask about is 1) Can you see the shape is curved, and goes inwards? Havn't been able to get…
Unless they're using some sort of voodoo that shouldn't be possible, the shapes quite literally cannot merge like that without disturbing the linear angle of the sides taper, it's not a matter of topology. If you have some better reference though I'd be glad to give it another spin. To answer your other question, the steps…
Yeah, I was gonna say, I'd do this using 2 meshes, there's no need to hack around with complex geometry trying to make it look good, when you could just shove two objects together... Also, to all the people worried about how to terminate edgeloops... a lot of the time I just leave them as unterminated loops - just an edge…
Okay, so i've been watching this thread a lot, lots of wonderful stuff you guys share, but i've encountered a problem and i have no clue on how to model/fix it I gave it a try, but didn't turn out to well Here's what i'm trying to make (ref) http://oi45.tinypic.com/v2tmp4.jpg It's basically 2 cylinders perpendicular to…
Yeah subd requires a twisted evil mind (no wonder why perna excels at it) , less intuitive than zbrush or booleans for defining shapes. Zbrush comes to a point where doing a hard surface mockup is as fast as subd, kinda like boolean. Not forced to focus on shape and topology at the same time. I don't see cheating here,…
Dear folks, I was thinking about modelling a simple canister. The basic form is quite simple using subdivision modeling. But how to implement these cavities? More detail could be used on the base model, but this will degrade the managebility of the main simple form, espacially if the cavities are just on one side, loops…
Thank you but already been answered. But here is another one. I decided to model this (for practicing sub-d.) How i tried to model the base: 1. (: 2. 3. 4. Divide on the segments seen here 5. Interpolation on 0 to get a low poly base mesh for sub-d. 6. And the result. The black one is the failed subdivided poly, the white…
You can make a box with 1 length, 3 width and 3 height segments. Before deleting middle faces inset them to give those edges some geometry. Then bridge the hole and choose one horizontal edge of the hole. Ring that edge to choose all horizontal edges and choose connect edges with 2 segments and 90+ pinch (depending how…
Hey, there's some objects that I'd like to know how you usually model it? Sometime creating such sub-d objects not rely in making evenly-sharp hardedge but also transition between surfaces and the way buildup base one. 1. A vase with triangular top face, circular middle section, and square bottom face. 2. A shape transform…