Hello everyone, I am thinking of what would be the best approach to recreate those "spans" on the wings of an airplane. How would proper topo look like ? And is modeling the best way to do it or is there other ways like sculpt/texturing and what would be their respective pros and cons ? Here's a cheap modeling attempt…
I would do this: http://www.polycount.com/forum/showthread.php?p=2032842#post2032842 Or subdivide what you have already and conform pieces of it at a time, don't forget about the shift brushes. Also, sculpting app...
Hello, please give me your opinion about this mesh and how to make it better especially for sculpting. It's the base for a column. If you want, here's my obj version: http://www.megaupload.com/?d=C327XGAE Thanks.
Make a blockout of your fence, define the shapes and then import your base-mesh into ZBrush or else. Finish it off by doing some detail sculpting then baking it down to your blockout you made earlier. Voila.
Just use ngons on the flat parts of the knife and then simplify the profile of the blades edge. Ngons on flat faces doesn't matter as it won't be seen anyway and it doesn't look like you'll do any sculpting on the knife.
Ndo (or any other height map -> normal will do) or sculpting. You can unwrap it however you like, one way you have 1 seam less, the other it is easier to lover the definition of the back side.
I would do a blockout, for the shelve itself, for the details too, and import for sculpt where projection master and layers are the big avantages in Zbrush, or you can either model de details and do some kitbash (not for the statue).
crasong, you start with way too many polys on that silhouette. You won't manage to make a clean shape in the other dimension. I don't remember how to perform meshsmooth in maya, but look for it. Keep the mesh simple (blocking) then subdivide it. This is the whole point of that thread, keep a manageable low poly that once…
^ Yeah, that script is quite helpful. The weld lines it creates aren't very realistic, the splines it creates along intersecting meshes can be used though (I sculpted just them to add a welded look to a model made with subD)
hi , thnks diop , i just done do it , with properly way to told me , here the result before turbosmooth http://www.imagebam.com/image/b0baa079702906 after turbo smooth http://www.imagebam.com/image/77e35579702900 and wondering if this good for sculpting?