Hello, im concerned which is the best way to support this cylinder shape on the topology. I usually use tris to remove any ngons on curved shapes, but i've been told it is preferred to support with quads. Just to be clear, it won't be applied any subdv, that's already the final model.
this has been mentioned many times in the blog. I would advise you to go back a couple of pages and take a look. you will learn a lot. 1. the pieces you are building together, are separated2. I have a 48-sided cylinder in this case, so my box can fit in between the segments. This will automatically act as a supporting…
Thank you! that's really good, i will have a look at the zip file and i will try and make my own based on your work and okidoki's work. i will post it here when i'm done.
Let’s apply it right away. Looking at the game assets, the barrel mesh was made with a 24-sided cylinder, so I tried using a 24-sided shape. My eyesight is bad today, so I guess I'll have to stop work. The floaters are very visible. I'm so lucky to have this community and kind people like you.
I first thought of somekind of projection; then shrinkwrapping.. and then.. "to sphere". It didn't looked like somekind of "special fragmentation of a surface".. like for example this.. arc like plaster of rectangle stones.. ..or: i just saw it :wink:
so i just downloaded a free model to reverse engineer and i still dont get it. Pls help me understand. Is the primitive that is used here an ico sphere or uv sphere or subdivided cube?
I don't know how to go about modelling this wrap refs: my attempt: if anyone could provide some insight on how to acheive something that resembles the reference it would be greatly appreciated
i'm working on a high polygon assignment. there is an unresolved problem before digging the hole after digging the hole This can be solved by adding a line horizontally, but then the circle becomes distorted. I don't know how to make a wireframe