@jdellinger98 Overall you have the right idea: using instancing, mirroring and other modifiers will reduce the workload and speed up the modeling process. Try to maintain a consistent shape transition when working with intersecting geometry on curved surfaces. Using a single base model for the high poly and low poly. It is…
@Varravik it's worth keeping in mind ZacD had shared his solution to enable 'joining' two separate objects modeled with varying number of edge segments, basically faking a smooth transition using 'floaters' (floating geometry) in order to bake detail without generating errors from a high poly mesh too low poly proxy, then…
Hi all, I have a variation on the standard question in this thread about indenting a shape from a cylinder. Bear with me! I know about offsetting the cylinder side so that they act as edge loops. What I'm actually curious about is the subsequent control edges from the shape you're indenting. Say I want to indent a very…
Hey guys long time no response (on my part), been really busy on my new gig. Anyways I thought I would throw you guys some love SnowInChina: you are so right that guys stuff is like MODELING GOSPEL. SUPA: there are tons of examples in the back pages of this thread covering different ways to do it and trust me I do mean…
@Yogifi Thank you. @tatertots Thank you for taking the time to follow up your initial question with a detailed explanation of what you tried and what you were looking to improve. Glad you found the posts helpful. Cylinder intersections is a good place to start and from there the v block project covers three different…
@Elphobos This thread is full of examples of subdivision modeling strategies so it's worth taking some time to skim through the pages and look at how other artists have created similar shapes. If there's an issue that's particularly difficult then post some images of the model in wire frame and subdivision preview mode.…
Hello everyone, I'm fairly new to modelling and as you would expect, I'm finding struggles with things that may appear to be rather easy to solve (at least I hope so). Regardless, I'm asking for your help so I can overcome these headaches that I just can't figure out. In this example, I've laid down a surface (green mesh)…
@ralphykwix It depends on what the mesh is for and if there are any shading or normal errors. If it's a low poly model then there's a lot of loops that could be removed to optimize the mesh. If it's a high poly model then the edge flow could be optimized for cleaner subdivision and easier editing. A few things to consider:…
I decided to try modelling an AR-18 lately because I think it looks badass, but I've had a lot more trouble with the handguard than I thought I would. Here's a picture of the gun in question: As you can see, the handguard appears somewhat triangular, not unlike that of an M16A1, but definitely not identical and I just…
@ApachEsH For general subdivision modeling: if a mesh holds its shape, is easy to work with and subdivides cleanly then it should be fine. One way to validate topology and mesh flow strategies is to test it out using subdivision preview and a reflective material. Rotate around the shape in the view port and look for…