I know, right? If there was a lightweight, speedy, artist centric freeform nurbs and sub-d hybrid modeler (sans a lot of the extraneous engineering stuff) that would also have a dedicated retopology and baking system that would be killer. The closest thing I can find is using T-splines with modo and rhino. (Here's that…
I spent some of yesterday going though this thread for advice as I don't usually do any hard surface sub-d modelling and must say its a pretty invaluable source for information. Heres something I did as a high poly which I will generate a normal map soon (asset to be thrown into Unreal 3 engine). The model is based on a…
Hey guys! Great thread here, thought I'd ask a bit of a question in this forum that I just asked over at cgsociety, sorry for being lazy but I'm just going to post the link to the thread that I started over there. I'm trying to recreate the exhaust manifold on the J-2 Rocket Engine. Let me know if you can think of a good…
Hey all, been retopogizing a stegosaurus and wanted some feedback on how to lay out the quads around those big spikes. Since the spikes are asymmetrical I can't just have a single row going down the middle. I've currently got this setup, as it keeps the quads pretty even. I don't know if all the 6 pointers would cause…
Hey guys, I had a interesting question. Ive tried searching but am not finding a great answer to it. Im trying to make a tube frame. The attached image isnt what im making but gives an idea of what Im going for. What Im trying to do is figure out the fastest most efficient way to model it. I use 3ds max and have tried…
Hello everyone, done some looking around and haven't found anything similar. I'm working from an old engineering drawing and looking for advice on how best to construct this shape: This was my attempt using in Blender primarily by bridging the two parts and then quite a bit of manual pulling and pushing of vertices to…
Hey guys, sorry if this is the wrong place to ask but I'm trying to figure out using gras/leaf cards. I'm reading Berker Siino's breakdown here: https://80.lv/articles/unreal-engine-4-stylized-rendering-workflow/ From my understanding it's rendering planes onto a sheet to use as textures, and you uv cards onto the right…
Usually, if particular asset is a static prop, or won't be involved in sim, it might get away with being decimated mesh for example. Some render engines use render time subdivision, so the mesh is better be quad and clean, especially if it's a foreground asset. Others may handle huge polycounts in a single scene, so the…
Ah, sure thing. Nothing special happening here: Booleans in max, and using GoZ to bring the mesh into zbrush, Dynamesh it, then smooth. It's great if you need to get some really complicated geometry done really fast, but it's bad for just about everything else(IMO). The second you Dynamesh it you remove most of your…
@JBurk Overall you have the right idea and are pretty close with the second iteration. A few pages back there's a couple of relevant discussions about cylinder to cylinder intersections and multiple cylinder intersections close together. The basic idea is to block out all of the key features then adjust the segments of…