Hi there, I recently watched Grant Warwick's Hardsurface Tutorials and did some practice pieces. Right now I try to get details onto a bent surface but I am getting pretty uggly stretching along the holes, what destroyes the surface. (yeh, Viewcube...) I know of the approach to model it flat and then bend the pice but that…
Right now I'm making a Sako 85 Finnlight rifle. So far I have a low poly: Now I'm trying to build the high poly on top of it. I'm stuck on how to approach making those ellipsoid-ish grooves on the side of the bolt though, especially since they have a shallow organic curve with a crisp edge. reference: I originally tried…
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…
Hi @KungFuCactus The easiest way to get those Grid details on your Geometry would be just using Normal / Height Details in your texturing program. If for some reason this isn't sufficient enough I'd create a plane with the general outline of the diamond details and project / wrap this plane on top of your existing geometry…
Yeah, I thought so as well, but I really wanted to do what I initially thought because "what if I need to model something like that in the future?" so I am trying to model it with panels atm. I honestly didnt know something like this existed. Saw it on tutorials, but didnt think it would work that way. Thanks for the…
Hi, I use Blender and have been trying to make these diamond shaped spikes (see Figure 1) on the back of this revolver's hammer. So far I haven't been able to find a solution that creates them without causing massive smoothing errors. The final model will be baked down to make a game-ready asset. Figure 1 - Diamond Spikes…
Hello there @@IronLover64 Your last post shows your main problem. Working on subdivision levels all the time is the easiest way to messy model that you simply can't edit. I will give you a little bit different approach to this. And that is: Take a break. Don't get me wrong, i don't want to discurage you at all. What i mean…
@perna Can you elaborate on not being able to control edge widths? I do know the importance of being able to define edge sharpness but have not experienced any problems doing this via OpenSubdiv. I'm all for using whatever method to get the best result, but I'm not sure I can agree on all uses of double smooth being just…
I use it almost exclusively now and have not experienced any trouble making complex forms. Give me a small hardsurface challenge if you'd like! As for import/export I haven't had to work much with interoperability to be fair, but for game assets it works no different with baking at least since you export it as a pure,…
@perna That's totally fair to go for such control, especially when aiming for machined edges. However what's stopping you from combining this with OpenSubdiv? They don't appear mutually exclusive to me, and I already work with both depending on how I want to produce my edges. As long as you know where to put the topology…