@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…
Thank you @FrankPolygon Your answers are always very insightful! I've been bouncing all over the place looking for the fastest and the most intuitive workflow for modelling from concept to texture. Came all the way from CAD modelling from Fusion 360 to Subdivision and i'm still not able to properly dig in. It was becoming…
@perna Can you elaborate on not being able to control edge widths? I do know the importance of being able to define edge sharpness but have not experienced any problems doing this via OpenSubdiv. I'm all for using whatever method to get the best result, but I'm not sure I can agree on all uses of double smooth being just…
Hey all! Was wondering if I could get some eyes on a project I'm noodling on. Goal is to model irl model kit pieces in Cinema 4D/Zbrush/Blender for some hardsurface practice. Am a relative newbie at this and am wondering what are some proper ways to go about modeling the following piece (top half only, no orange or bottom…
Hi everyone, up until now I've just been lurking around, watching everybody else's amazing work, but now I thought I might as well ask for your help with something, since you all are a lot better than me at modeling etc. So the deal is this, I'm trying to model this telephone socket thing, and I'm having some obvious…
Hello Polycount Forum, I was wondering if you could give me a hint on the best way to cut out a shape like this in a curved surface like a cylinder whitout deforming it. This is suppose to be a chrome material so any deformation in the vertex shows up easy :/ I tried to do it from a low poly cylinder runnnig some insets in…
Hey guys, massive jar of e-cookies to anyone who can solve this one. I want the hard shapes on the top of the left one, and the rounded shape on the bottom the right one. Basically, I want it like this: But as you can see I'm getting a lot of pinching and whatnot. We've tried a lot of different approaches but no luck so…
The orange loop doesn't really do much because the loops left and right of it are close together already so there isn't much stretching to begin with (and even when can be easily tweaked by placing the support loops a tad tighter). The blue loop doesn't do anything to my knowledge because you already have double controled…
Oh, well one thing to keep in mind is that by default modo's sub-division is set to level to, whereas max's is set to level1. I think if you just bump up your turbosmooth setting to 2 iterations you'll see the same results as in modo. I generally model all of my sub-d stuff to look correct at level 2, but sometimes i'll…
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…