it always depends on what you wanna do, do you want to create a lowpoly where those details appear in the normals or do you want to create a highres mesh with all those details in it? as for the first, you could do a lot with floaters, if you really have to model it, well then do the basic shape first and then go in and…
Hi guys... So, I'm currently trying to improve my hard surface sub-d modelling in Maya. I'm working on a motorcycle and I'm really stuck with the tyre treads. It is a fairly simple pattern, but I just can't cut it into the tyre without destroying the curve! Here's the ref: Uploaded with ImageShack.us I originally had this…
hey turdi so yeah you can use a 10 side circle and I think you will be in better shape as I did on this drawing also, you dont need to worry about those 10 sides baking correctly cause you will use a whole separate cage usually to capture the bake, so you can have 12,13 or however many sides you feel you need for the low…
obliviboy: I'm not so sure I would point to that model as a guide for mesh flow, you've got tons of noob mistakes happening there. woody: your grip there looks fine, except for a spot or two, i mean are you worried that the wires look messy or something? It seems to look good in 3d, it could use some fatter bevels to give…
I am trying to model a snowmobile and im having trouble planning out how to do it. From what i have read in this thread so far im pretty sure ive made some mistakes. Has anyone here modeled a snowmobile or something similar, like an ATV or jetski that can give me some tips or guidance? I would appreciate any help that i…
Continuing on from my door, I blocked out all the shapes and cut in detail where I felt floaters wouldn't do, now I need to turbo smooth it. Problem is I don't really know how to do support loops for this model. I wtached Grant Warwicks SubD guide and it only ever shows isolated parts with support loops but I got many…
I'm stumped with this hood light and its Bevel transitions. Especially what appears to be a triangle termination around a corner. Am I approaching this incorrectly? I don't like how the bevel goes around the edge like this. I am certainly confused on how you could make certain edges of the hood light go from soft to sharp…
My opion is try to use Bend and FFD mods when I can. Then used extra geo like 64 sided cylinders to get what you have. I also have a lot of luck with a very lo base mesh sub d to 1 iteration and then modeling in more geo on top or sculpting what ever the need may be. It is like a gear that let say has 8 points coming out…
Also... the "Cap" tool within the graphite modeling tools. Not to be confused with the cap tool in the Editable Poly tools. If you are using 2012 though you are screwed. They seemed to have broken this tool.…
@Varravik it's worth keeping in mind ZacD had shared his solution to enable 'joining' two separate objects modeled with varying number of edge segments, basically faking a smooth transition using 'floaters' (floating geometry) in order to bake detail without generating errors from a high poly mesh too low poly proxy, then…