Thanks @Joao Sapiro, Yeah I understand and actually that was part of the reason for snipping, it seemed like I was off to a very bad start and I didnt want any new potential commenters to write me off straight away, I guess it didnt achieve the desired affect. I do appreciate the time everyone takes to post here and you…
Here are couple of ways you can optimize performance: * Instead of making duplicates of track pieces try to Duplicate Linked. Use Alt + D combination instead of Shift + D. When you use Duplicate Linked you are not making copies of mesh. Instead, you are using the same mesh in many objects. That should save you some RAM. *…
Hi all first post on this lovely forum, been lurking for years. First time I've tried to do a full on hard surface model with turbo smooth etc. Ive usually just done mobile stuff but wanted to have a crack at some next gen workflow. The idea for the model I'm working on at the moment is to create the high poly to bake down…
@Octavio I didn't. I made the same shape you did, except I didn't squish the large oval, meaning my cone didn't get squished on one side, meaning my cone had planar faces while yours didn't. I did that only to show you that both of them would meshsmooth nicely, and that you didn't do anything wrong. Also, the shape you're…
huffer : "Who would send a file in with an uncollapsed stack? If you're done and ready to send you collapse or delete history, it's basic. That's more like a rookie mistake than using Edit Polys in the stack." Sometimes clients like to give feedback by editing themselves the model instead of paintovers or whatever, its…
@BladeSharpe looks like you're almost there. Exspanding upon zachagreg's well thought out examples that really is a key aspect to think about or in other words pre-planning prior to modeling anything, will mostly mitigate potential problems from occurring, any how a few additional points to keep in mind: 1. Where possible…
We say here: "the harder you try, the faster you get". But man, don't be exaggerated/hyperbolic @ned_poreyra. BTW, I think all time wasted with logic in modelling is justified (playing videogames would be different, and that's what too many people do instead of improving). If ned_poreyra says he's practicing to get…
Sure, first off there are pretty much two ways to do hard edge stuff without adding in extra geometry, that i know of. First is to use smoothing groups for your hard edges in max. One of the big disadvantages to doing this is that you always have infinately hard edges. Really nothing in life has an edge that hard, so it…
Manual alignment sucks. Avoid it when you can. Follow the lines and look for intersecting points. People are lazy so the angles of the intersecting lines are probably whole numbers and have some commonality. Start simple and work into the complexity. Avoid over complicating things. Lots of flat surfaces to hide tris and…
Hello, welcome to the awesome world of Subdivision Hard Surface modeling :) Starting out nowadays the amount of available online resource can be a confusing grind to sift through so to make the process a tad easier, here's some pointers I've managed too pickup along the way. So regardless of complexity beginning with as…