The end result topology of a highpoly object doesn't really matter, so long as the shading and smoothing looks fine. You've only really got to worry about topology when you are still in the modeling phase and are trying to keep it clean so you can easily add in detail or if you plan on sculpting it. I'm curious about the…
Guys, I have a very big problem. I DO NOT KNOW HOW TO MAKE POLYGONAL MODELS CORRECTLY.Well, that is, I know that everything starts with a block, but not everything can be modeled this way.I need to know the full pipeline of creating 3D models for games. so that I can create any objects I want using a clear pipeline.Like 3D…
Hi guys, I'm currently working on a project in which this shape or something similar to it has come up a number of times and so I'm looking for some advice on how to refine my method for creating it. Essentially the shape is a smooth transition from a cuboid to the side of a cylinder that has two distinct, curved profiles.…
There's an easier way to do this. 1. Start low poly eg: 12 sides for main cylinder, 6 sides for small. 2. Do all your modelling on both parts, check smoothing with meshsmooth. 3. Rotate, place all your small cylinders next to the large one. 4. Delete all small cylinders except one. 5. Select the large cylinder and clone…
@Przerywnik apologies if that was the impression given, so to be clear your query was totally legit by the way. Additionally these types of objects are typically cast (via mold) due too engineered CNC specific tasks they're designed too perforn under load in certain environments hence the additional 'gusset' for extra…
You're on the right track. Curves can be expanded into 3D geometry using the options in the Object Data tab. For single strand safety wire: use curves to create a path then go into Object Data > Bevel > Depth and Resolution. The depth field controls the diameter of the wire and the resolution field controls the number of…
I think this thread would benefit from examples of using sub-d specific, or common modifiers and the pitfalls within using those modifiers. the FFD's and path deform WSM modifiers i believe are pretty common when dealing with sub-d i think. I am pretty sure, but not positive, that these 2 modifiers are crucial when dealing…
I'm having trouble with modeling a pillow from a tutorial on youtube. This one to be exact. I take a cube and scale it down the z to 0.03. In edit mode, I give it 30 cuts on each side and one going around. I add cloth physics with the silk preset. After tweaking the settings like the tutorial and adding a force object for…
Hi everyone, I'm new to 3D modeling and I'm testing some challenges ... I came across this object and I have no idea how to model it I use C4D and I would have thought I'd start from a slice disk, create some disks to make the buttonholes ... cut them in half and create points in the center to make a bridge ... but I'm…
Hmm, I tend to model the whole object at once and try to refrain from adding in fine detail (always a temptation) as much as poss till the basic form is correct. Then detatch mesh parts and go ahead with bevels, slices, edge cloning and supporting edgeloop/edgering connecting to hold the smoothed shape on the most…