Dear pros, especially sculptors, please help. I'm obsessing over this and can't stop. So I have this anime figure head I'm recreating (Super Sonico). What makes it different from lots of others is that the front bang/hair is smooth until gets cut into nice sharp edges. As if one continuous mesh. As as you can see from the…
Dear pros, especially sculptors, please help. I'm obsessing over this and can't stop. So I have this anime figure head I'm recreating (Super Sonico). What makes it different from lots of others is that the front bang/hair is smooth until gets cut into nice sharp edges. As if one continuous mesh. As as you can see from the…
Hello, fairly simple question here and I'm not quite sure if this is even the correct place to ask but I'm struggling to figure out the correct topology on this. I am trying to make a deep sea diving helmet, however I can't figure out the correct way to punch a hole into a sphere without getting some pinching. These are my…
@Sims_doc What you have is pretty close. Shapes in some of the reference images can be a little tricky to interpret because a lot of the corners were broken over so the edges of the real item aren't razor sharp. It's probably better to use the actual distances between the existing mesh features to figure out the size and…
OK...so i have a question. And just to let you guys know i have been experimenting with this all weekend. Learned a lot. But i went through all the pages in this thread and found nothing about ornate armor modeling techniques. for example the areas in this image: Uploaded with ImageShack.us i've learned lots about trying…
Object 2 is regular way to go. So just wireframe maybe enough. image sharing My opinion:* This requires hardedge evenly transfer to smooth mesh. So At first, make base mesh, then create loops. * But typical loops will provide evenly sharp edges which we don't want. So in my way, have to manually cut new loop (from the…
Thanks for the (indeed verry fast) replies guys ;) I tried modeling this as one piece but that is giving me just the same problem, seems like the only way to get them planar is by verex pushing, since make planar or the likes will screw up the surfaces tuching the borders. I will try to do a rough shape consisting of 5…
Somehow along the way, i think some of us, and i'm super guilty of this, just forget the principles of modeling and just get so excited to get a highpoly "piece" to show rather than a "basemesh" such as in your first shot. I just finished building a new computer this weekend and I was so excited to do some high poly…
So I'm following Millenia's excellent shotgun tutorial, but with two small differences: I'm using modo not max and I'm making a TOZ-120 instead of the m37. I've done 90% of the high poly but I'm stuck on this one piece, the front wooden grip: I'm confused as to how I can get the inset area and have it cleanly taper down at…
Okay I'm having some trouble. In the image below, the bottom row shows what I originally had set up to support the edges of my model. I didn't want to add an entire new line down the length of my model because it looked "off" in the render, so i connected a few vertices closer together. As you can see, it looked scrunched…