Nice break down. Couple things: 1. That orange highlighter look is baller. Totally going to steal that :D 2. If you wanted more geo on your LP than your version of the cage has atm, how would you go about adding that back in? Would you recreate the entire length of the optic housing? It's not difficult. In my mind though,…
Hey guys. So I'm making this robot and having troubles with a certain part. It's frustrating and where I live no one knows how to hardsurface good (don't even mention using max at all). I've read many hardsurface guides, but because each situation seems too specific for my inexperienced mind, my head simply can't grasp how…
@BladeSharpe looks like you're almost there. Exspanding upon zachagreg's well thought out examples that really is a key aspect to think about or in other words pre-planning prior to modeling anything, will mostly mitigate potential problems from occurring, any how a few additional points to keep in mind: 1. Where possible…
It's generally frowned upon in this thread to do someone else's work for them, but I felt like I needed some practice. Is this sort of what you were going for? No clue how to reduce the pinching further. I don't consider myself a master hard surfacer so I'd appreciate anyone with more experience showing a more efficient…
@viqhaas Welcome to Polycount. Consider checking out the forum information and introduction thread. Overall it looks like you have a pretty good start with the base mesh and will just need to adjust the support loop routing on attempt 2. The vertical deformation in both attempts is caused by the support loops that run off…
@Brick Top - This was done very quickly(rusted) with no blueprint so its incredibly inaccurate!!!(its crap basically :P so i shouldn't really be giving you any advice but i will anyway :poly142: :P) So once again you have abit too much geometry where some areas have way too much, but it is a good improvement. Here's what i…
everyone is gonna approach this differently, but some things that I found handy in modelling a car: -Do not cut in doors and such in at the beginning, it's gonna be really hard to keep a nice flow and keep everything nice and even. So cut them in afterwards. -Really stay much lower on the amount of loops you have, the door…
Start with lots of geo and break it down into a single segment. Steps I did. 1) Start with 64 sided cylinder because it looks like the shape has 8 of those little rounded hole things. 8 divided by 64 is 8, so it makes it easy. If you want to make more or less, just adjust accordingly. 2) Rip off 8 faces. It will be easier…
So i got a PM from n88tr asking how i make cylinders inside of other shapes, so here are a few gifs: 1. Easy way to do what is shown in his example 2. Doing a cylinder inside of a box You'll notice i didnt make a full edge selection when i bridge here, sometimes modo likes to screw this sort of bridge operation up, so you…
I think this thread would benefit from examples of using sub-d specific, or common modifiers and the pitfalls within using those modifiers. the FFD's and path deform WSM modifiers i believe are pretty common when dealing with sub-d i think. I am pretty sure, but not positive, that these 2 modifiers are crucial when dealing…