Start with the basic shapes and match the segment count so the little tubes match each other and the big tube matches the intersection with the little tubes. The horizontal end of the intersection should land between the cylinder's vertical segments and not on them. You can use less geometry and rely on the subdivision to…
Hello, I cannot start new threads as of yet, so I hope this is a good place to ask my question. I am marking out my base topology plan on the physical object I am modeling. This is the door to an Audi R8. So the white lines are either heavy curves or creases / open border edges. The red arrows point to where my main edges…
So there is 2 approaches: 1. Model Low-ish poly and manually increase the detail where you want it, then use that as a high poly for normal maps. Basically bolting high poly stuff on the existing low poly. 2. Model High poly with a 5-10 higher polycount then later reduce to a low poly. To me the first method seems a bit…
One thing I would now like to discuss is how to deal with modeling the mask area of the image above (and such things of a similar type). It started with a spline drawing of the outlining shape, then and extrude, then converting to editable poly, then adding some bad details just for a bend, then a bend modifier, then…
Hello everyone, I'm currently in the middle of modeling a contemporary bench for a scene I'm working on in UDK. For some reason the shape itself is proving to be a great challenge to me, so I figured the Polycount community, in all its knowledge, would perhaps be able to help me. It's not sub-d modeling as I'm not planning…
There's an easier way to do this. 1. Start low poly eg: 12 sides for main cylinder, 6 sides for small. 2. Do all your modelling on both parts, check smoothing with meshsmooth. 3. Rotate, place all your small cylinders next to the large one. 4. Delete all small cylinders except one. 5. Select the large cylinder and clone…
I forget where I read it, but apparently they use a different algorithm but I could be completely wrong. I actually found as I bump up my levels it tends to tighten up the 'lumpies' thus making them show more. My smoothed results shown above are all at 3. The material thing could be a factor, but I did raise up the spec a…
Hi guys, I'm having problems adding small detail bevels on a hard surface vehicle. I'm doing ok with blocking it out and getting it to look smooth and hard edged in the right places. I'm having a very hard time finding out how to do these bevels that go across the model which get out of my "original wire-flow" to create a…
I have been using 3ds Max for some time now, and I am getting a little annoyed at the small things that trip up my workflow. I used blender 2.6 for a while and loved the spacebar command search and all of its shortcuts. I had a tough time setting up anything similar in max that would work in all sub-object modes. For now,…
Pretty much spot on. A friend who is an experienced modeller told me about this rule, but I guess the language barrier stopped him from explaining it properly to me - he did however mention that it only matters on areas that are animated, but I didn't know it meant deformed, I thought it meant if it was attached to any…