Hello, welcome to the awesome world of Subdivision Hard Surface modeling :) Starting out nowadays the amount of available online resource can be a confusing grind to sift through so to make the process a tad easier, here's some pointers I've managed too pickup along the way. So regardless of complexity beginning with as…
@Deqa You have the right idea. Drawing out the shape borders and topology flow over the reference images can be a great way to start the block out process but it may also be helpful to gather additional reference images with cleaner lighting. Single piece tubs and shower surrounds can be difficult to model because they…
@rogi92 Manually extruding and filling polygon strips can be a viable modeling strategy but some of the shapes in that mask could make it a tedious and time consuming process. Since you already have a solid start to outlining the shapes: consider streamlining this modeling strategy by using Blender's curve system to layout…
cool, heres somit of what ive learnt and some Qs for peeps who know more ive been learning mayas "propper" subD modeling tools not the proxy mesh stuff (or smoothmesh) which is a poor relation to maxes modifier based subD in both terms of functionality and in speed (just a simple mesh smoothed to a decent degree will slow…
Comparing the concept to hilt wrapping tutorials: it looks like there's at least two strips of fabric that are looped around to make a four strand braid. The two loops spiral back and forth across each other and the wrap is tighter at the top and looser at the bottom. One thing to watch out for is a change in perceived…
@jimdrawandmake A couple of posts above there's a discussion about preserving crisp edges and sharp corners when merging cylinders into other shapes. There's also a recent post about merging details into curved geometry and that links back to a previous discussion that may be useful for other parts of the shapes in the…
Waywo: "yeah @gfelton ; most importantly people come here to learn Hard surface SUBD Modeling though" I can't seem to quote individual posts so this will have to do.. I just wanted to chime in on the previous topic. While it's true that you managed to accomplish the shape, the main problem here is not the fact that your…
@perandall Without a wireframe it can be difficult to provide accurate feedback but it looks like the typical pinching and stretching artifacts caused by either poorly supported shape intersections or unintended deformation. These types of smoothing artifacts are fairly common when adding shapes to curved surfaces. A…
Sure, first off there are pretty much two ways to do hard edge stuff without adding in extra geometry, that i know of. First is to use smoothing groups for your hard edges in max. One of the big disadvantages to doing this is that you always have infinately hard edges. Really nothing in life has an edge that hard, so it…
Damn... does this forum delete posts when you make too many edits? Keeps happening... I was trying to do the example that Arrimus did in today's video. He's talking about different strategies with booleans and I wanted to give the quad one a go. I think he uses creases but I couldn't get the subd to look right when I tried…