@guitarguy00 Reducing the segment count to the minimum amount of geometry required to hold a shape and maintain edge flow is a good strategy for subdivision modeling. The base geometry looks good. You have the basic shapes and loops working together. Definitely on the right track. The distortion between the two outlets can…
Yes 😅 it was.. in this type of forum (vanilla?) the direct reply seems to be the (full) quote , sorry. And yes again i meant additional space at the UV borders (in blender this UV-unwrap option is just called margin) .. thanks now i see (in the polycount wiki it's also called padding).. so sad that sometimes technical…
@IronLover64 I would do this: Make sure the "pole" points are not in the edge bevel. btw, in a subdiv model you would need less details. Here's an example using pentagon topology in order to simplify the mesh and save effort (different bevel radius). Using bevels with 3 sides and support loops we can obtain the same…
Hi, I'm creating game-ready model and I've got big problem with one part of it when trying convert to high poly for normal map baking. This is my low poly model with sharp edges marked: This is how it looks after applying Bevel (weight method) with 3 segments and then Subdivision surface modifiers: I've tried a lot of…
Hi guys, I can't for the life of me get this shape right... I mean, I can block out the basic form but when it comes to making it SubD ready - Well yeah, there's the problem. Flippen annoying, although it looks so simple! I don't have any pics of what I've managed to form out, I keep deleting the files in annoyance and…
:shrug: why not. The secondary images show where I built one object, then didn't like the shading on the transition from bevel to flat side, so I added some control edges. And just for giggles I built the front faces of one with nurbs to see how much better or worse it would be for this object than sub-d. Geo 1 has the…
=l Sigh, and here I thought I was doing things the right way, fml. Okay, so why do you say that, perna? Because I may not know the theory behind subd modeling, and quad chamfer is just a tool that I won't be able to use efficiently till I learn the basics, or because quad chamfer is simply a bad method? Right now I thought…
I think there are plenty of resources for zbrush stuff if thats what you're looking for, i want to keep this thread focused on mechanical sub-d stuff. Now as far as modeling something like that by hand, whew, the simple answer to that is its a shit-ton of work. You just have to do it! I just happen to have a corrinthian…
Hey guys, I have a question. Is it normal that your HiPoly model starts to look like one big mess after a while? I'm cutting into my mesh, connecting edges, bevelling,... to make the Turbosmoothed model looks good. And indeed, I'm happy with the way it looks now but the moment I turn the Turbosmooth off, it really looks…
I'm playing around with the best way to insert a body seam into a rounded surface that goes against the models topology. You can see what I'm talking about here: The two ways I have come up with doing this are: 1) Create a bunch of triangles and 5 sided polygons along the seam that goes against the topology, but only do so…