@MegaSofteae Creating a detailed outline of an object's profile can seem like a logical place to start but in most cases this limits the way you think about the shapes by constraining it to a 2D space. This is why it's generally considered best practice to block out all of the major features of an object in 3D before…
Hey everyone, I'm having a really hard time figuring out how to model this curve on this PC case, It's an Alienware Aurora Ryzen R10 series PC Case. I'm at a loss for solutions on solving this compound curve underneath the front. It actually curves twice, not very familiar with tackling this challenge. heres some…
Frank you are a MONSTER, i love you (in professional manner :) ) you solved my problem on the fly... I still need to study the topology a lot ... I just forgot about 2 to 1! Thank you very much, your advice is as always precious. I have as you see put into practice but I still have a bit of pinch in the convex polygon I…
Hi, I'm creating game-ready model and I've got big problem with one part of it when trying convert to high poly for normal map baking. This is my low poly model with sharp edges marked: This is how it looks after applying Bevel (weight method) with 3 segments and then Subdivision surface modifiers: I've tried a lot of…
If you want to remove edges / optimize a model without breaking your UVs it s easy. CTRL+Backspace is max default shortcut to remove edge and get rid of vertices. click me I use Q for edge loops , W for edge ring and CTRL+ALT+C as collapse for shortcuts (just to let you know as it might be confusing) STL modifier highlight…
I think you're getting the vocabulary a bit wrong here. What do you mean by "hide the control edges"? You should try to understand the behaviour of subdiv fist, I think you should start with some simple shapes, just a quad plane, turbosmooth in your modifier stack. Add one segment at a time and start dragging and pulling…
It's called _floating_ geo, which means it is floating over the actual surface and isn't touching it. If I would have turned on shadows, you could see the spline detail dropping a shadow on the plane. There are several different techniques to apply this to a curved surface. If you know that your curved surface will be…
http://www.game-artist.net/forums/sketchbooks/9770-glynn-smith-do-not-look-2.html A bit of a necro-reply, but I figured I'd chime in :) The cushions were pretty straight-forward. Just make a planar with a bunch of cuts in it, then rotate it 45 degrees and start dragging your points with soft-selection or whatever. The…
@iacdxb I assume you started with a subdivided plane and cut it up in order to create the silhouette. Instead, I'd block out the silhouette first, add support loops for subdivision surface modeling, and then fill in the space between for proper edge flow. Your workflow makes sense if the surface has a uniform curvature…
I don't have Zbrush :) interesting idea WaYWO. Max does have a similar function to creating a spline from edges. Unfortunately the topology of the grapeshot does not have curves around each of the cannonballs to form the rope shapes. @Colddeez I do know how to do that already but the question more over is how can I quickly…