Hi! I was hoping someone could lead me into the right approach of such shape. Military equipment is tricky.. So normally for helmets, I've had luck cutting out the shape with curves, like I've down so below, lofting it and retopo the sphere. However, this specific helmet has some harder aspects, and I've had no luck so far…
I thought this workflow might help some of you. This is one of my favorite workflows for creating certain hard surface parts is using a little workflow called "Pattern Creation & Deformers" Let’s model the magazine of a machine gun with the following workflow: 1) Break down the model into a repetable pattern, so the bulk…
After slowly making my way through the entirety of this thread, I have compiled a selection of 49 images and GIFs illustrating some techniques, mini-tutorials and topology for a range of objects that people may often need to model or learn better methods for. Some included are bolts, screws, cutting holes in meshes and…
hello! I'm having trouble trying to figure out a way to model the hair on my character. It's in a rather cartoony style, so I'm opting to go for a solid hair style instead of strips. However, i don't know how i am going to do edge loops for it and enable myself to add perhaps more "tendrils" of hair asymmetrically. Here's…
Have another one. I want this rectangular object extruded out from a cylinder. All is fine with the low poly but when Subdivision is applied I get pinching in the corners. Also when I add support loops going across the rectangular object, I harden the edges of the cylinder in the High Poly(expected). I know I need more…
@julienayheva At first glance, it doesn't look like a real life object since there's a lot of weird shading, shapes, and proportions that aren't found in most modern printers. If you're recreating a 3D model, you'll have to rely on the render/screenshot shading, however strange it may seem due to incomplete smoothing…
I think this is another variant of a problem that often gets posted on here. I'm getting better at solving it, but I'm not sure I got it entirely, so I would appreciate some feedback. I'm trying to merge some shelves into a curved surface. Here is the low poly (with sloppy topology and smoothing groups) to give you the…
i would do it like this, i know the result isn't clean at the end, but that's because i was too lazy to finish up because you can get the idea. it's not the cleanest quad distribution either, but i usually don't care so long as it works. rotate a square for step one connect after making a selection symmetry modifier and…
@FrankPolygon Thanks for take your time to answer! I think you gave more answers than questions I had :) ! I had an idea for your method (manual adjusting mesh) but my first tought was, that nobody do this way, .. but then I was wrong! I hope that I will find a little time, to try these modelling methods! I follow your…
@naman Three fundamental concepts of subdivision modeling are: use the existing geometry as support for shape transitions, use a reasonable amount of geometry to generate the shapes, and match the number of segments in adjacent shapes to maintain uniformity. It's also important to either route support loops across the…