The result is indeed nice! Sorry for sounding a bit peremptory. I get quite frustrated by "bad" 2D concepts where impossible geometry is nonchalantly thrown in, and looks good too! The pain comes when you are asked to model it, to achieve the very same "impossible" design. I guess they never heard about M.C.Escher :D
To be honest I actually agree with you, I think I personally use the edit poly because I tend to make crappy amateur proportional mistakes or half-ass my design without paying full attention to how the whole mesh is supposed to be. 9/10 times I just never need the epoly when I don't wing anything. But I guess one way I use…
Cloakingturtle - this video may help you, I am pretty sure there is a way to do this with a cube and creasing or something like that I have seen it somewhere but can't remember where so this should help you. [ame="http://www.youtube.com/watch?v=M4iEJrbSOP0"]How to Design a Rounded Die for 3D-printing: 1/3 - YouTube[/ame]
Hi everyone!! I'm modeling ths piece and i'd like to ask you how would you model the tiny holes that the big one contains on it. This piece is going to be baked and imported to UE4 so i know i'll do the holes' normal map in photoshop or maybe designer and then applying a material in painter but i'm interested in the way…
For the Sageo if it was me. I would use a plane or cube, keep it simple. Then go into substance designer and make that fabric. For the little flairs at the end I would treat it like vegetation and use an alpha card. Lastly I may mess around with the shader. Should note I'm considering in game, specifically Unreal Engine as…
Simply not true, they're situational but are sometimes the better answer to solving a shape in sub-d. Ok, so this whole thread is designed to teach people. If there's one single thing that perna and the others try to impress on people is to think and experiment for themselves. It's one thing to be taught that X is right…
I've had to slice loops into existing street meshes as a hacky workaround for our in-house editor/engine (the level designers needed verts at exact distances to snap vehicle-paths to); "storing" these temp edits in an EPoly modifier worked fairly well here. But that's a fairly obscure case, granted. Obviously copying them…
How i would approach this : -make the whole silhouette flat first, bent it then, point by point or using FFD thing( with a smooth first incase of FFD) -then cutting the mesh for the "outer edge" design, extrude it. For all the hard edges i manually move vertices (importance for the mesh not being dense at those areas) -do…
Hello there. I'm a total noob when it comes to 3d modeling and i've been wanting to make a paper art with some topography 3d models that i can get online. I tried using google and asking some friends, but I don't even know the correct terminologoy for this. So I'm gonna send 3 images that sparked my art idea as an example…
I too do not understand the shape either, well partially I do but primarily I want to learn to make a cylindrical detail that is attached to a plane or box-shaped model. I have an idea how to do it but want to see how others are doing it and learn from them. I also want to learn hard surface modelling and be able to…