No one really would want to do that sort of thing manually tbh. Projects could require you to make many dozens of objects, and manually solving even topology could be a very pointlessly tedious step that steals time away from creative tasks for not much benefit. Typically, some automatic topolgy solving workflow would be…
hey guys, I wish you could help me with something in 3ds max/Modo. Its related to hard surface modeling. I want to create my base mesh in 3ds max/Modo and want to achieve consistant resolution in perfect quad shapes on the whole mesh. The reason is to make it sculpt ready. You might be recommending Dynamesh, But I want to…
...you're welcome, I'll also link a couple of resources as a kind of guide, that may help shed some light as to Boolean intergration or perhaps 'acceptence' as a viable technique for use in game res HS asset generation nowadays, as opposed to when I first started out:…
Ive tried modeling that shape in various forms, poly by poly, booleaning and correcting topology (worst) and even doing booleans with very high poly proimitives and doing a retopo on top (best result so far) but its far from practical and as smooth as on the image. Any tips? Its a very hard shape to get smooth. Am I just…
Back again! I'm trying to make the borders for the relief art on this barrel, but the corners aren't behaving. When I do it with beveling, the shape pinches across the length of the barrel. When I add edge loops as you would on a panel, it distorts the curvature of the barrel and bore. Is a better solution to go very high…
Hello guys. This is a simplified example of the general problem of sub-d modeling intersections between complex smooth surfaces and hard edged surfaces. - I know that having more original segmentation before subdividing helps preserving the original curvature of he smooth part of the resulting surface. - I know that we can…
EDIT: Unless you want to demonstrate a solution for your own enjoyment or the learning of others, disregard -- I found a way to accomplish this in Zbrush using masking and deformation. I am a beginning Zbrush user, and this is my project to build familiarity with the program. The first picture below is my reference, and…
This whole thread makes me wonder are all those thing gamedev related? Because support loops are big NO in game dev usually. How would you do LODs with those support loops ? Aren't hard /split edges and normal maps been invented to fix all this and editing vertex normals is a way to fix unwanted shading gradients on…
@ArcticTauntaun That's understandable: the reality is it's more contextual than absolute. The key is learning when it's ok and when it's not. Sometimes it even comes down to something as simple as budget and object scale. Low budget, small stuff can't be polished to the Nth degree if you plan to make money off it. Using…
Hey guys! I've been trying to model a helmet lately (in Maya, no ZBrush) as practice for hard surface subd modeling as opposed to sculpt + retopo. However, I'm stuck trying to figure out how to best connect these different shapes with optimal topology while preserving the sharp insets in the visor as seen in the reference…