Correct in relation to what? In hard surface modeling there is no correct or incorrect topology, there is only good topology that bakes(or subdivides) and shades well and uses as little geometry as possible to achieve the result, and bad topology that fails at any of the 3. What is it you're trying to do?
hi everyone so i'm working on a mech, trying to give it a hard surface and all, but i have to wonder as i work on it if i'm keep the topology organize or making things tougher for me. Just I know if i want to have a hard surface to it needs to have some bevel edges to it. Here is how it looks so far for it body. Also…
Sorry, man. But your topology is very messy. I would suggest watching hard-surface fundamentals on YouTube. I'm an oldschool guy, so I would also suggest some hard-surface fundamentals by Grant Warwick (If his videos are still to be found).
I'm trying to understand how to correctly subdivide and keep topology consistent for creating hard surface models, iv'e tried to find some infomation but i cant seem to get what i need, maybe i havn't looked hard enough but i was wondering if anyone could help me out. Here is the model im working on, it's just a simple…
Hi all! I am having some real trouble with hard surface modeling. I am trying to make some curvy armour pieces with hard angles in 3ds max and cant get my topology so that there is no bumps near the corners. Here some pics 3ds max topology Here is quick dynamesh model in zbrush and you can there is no bump near the same…
Thank you all for your answers ! :) What about ZBrush Zremesher ? I heard it produces meh topology for animations/hard surface but gives you a directly usable lp for organic stuff.
@beastypet Thank you! Firstly I made base shape of armor in zBrush with dynamesh and then I retoped it in 3ds max to achive clean hard surface with good topology.
Hey guys, I'm working on improving my hard surface abilities and I just had a couple questions that I thought maybe someone could help me out with. My question is in regard to making assets for a film. I'm using maya to make my assets and 3 keying them to make them all smoothed out. Is it important, if the topology is bad,…
Hi everyone! I'd like to ask if there is a way to retopologize hard surface objects automatically. For examlple I have this simple model. Just simple extrusions from a cube. I just wanted to have equal all quads topology like at least 1.5-2k quads I have tried Z remesher, and polyRetopo in maya and none of it produced good…