@JaYcin3d Was going to model an example (...still might if time permits, alongside posting a result as well) utilizing a mainly non-destructive subd approach. Probably either Boolean - Bevel modifiers + weighted normals or Shrinkwrap - mesh data transfer technique?! But since I'm sensing you're more concerned with how the…
Hey Perna, thanks for taking the time to do the step by step. I sort of get whats going on in the later half of the steps, but I'm having trouble grasping whats going on in the first 5-6 images. From what I can see you started off from the front profile. I can't tell if you used polygons or nurbs, because the top part…
Thanks for the replies guys. The image I posted previously was just one of the routes I tried to take to make the shape have good topology for the LP. Here is my HP, and a low poly outlining what I can't really wrap my head around . What I am really unsure of is, if I (from top edge to lowest) chamfer this one, I have…
Couldn't agree more. While I was learning I just dove into a project that I was no where near capable of executing well, and problem solving along the way. Take what you learned on the last project, apply it to the next, rinse and repeat. I've always found the best way to learn, for me at least, is by doing. Having hands…
Hi all, noticed this slight pinching in default 3ds max viewport while doing my practice using the methods shown in this thread. I know its the perfectionist in me killing it, 3d programs like max and maya are not cad tools however just need some advice on this that should I just let it go or is there some other way on…
Hey guys! I've been trying to model a helmet lately (in Maya, no ZBrush) as practice for hard surface subd modeling as opposed to sculpt + retopo. However, I'm stuck trying to figure out how to best connect these different shapes with optimal topology while preserving the sharp insets in the visor as seen in the reference…
@solitudevibes There's a couple of different ways to approach modeling a lighter hood. A direct approach would be to block out the major forms with a simple quad grid then subdivide to create the necessary support geometry for the holes. @wirrexx explains this modeling process, with a great visual example, in another…
I gave up for now on trying to finish the exact details of the shotgun I was working on and decided to move onto some other guns to keep practicing and improving. I think I learned a lot and made some decent models, but I decided to move onto something else that wasn't a gun. I chose a C-17 Globemaster cargo plane. Figured…
@naman Three fundamental concepts of subdivision modeling are: use the existing geometry as support for shape transitions, use a reasonable amount of geometry to generate the shapes, and match the number of segments in adjacent shapes to maintain uniformity. It's also important to either route support loops across the…
@99499 If the shoes are an important part of the character that the players will interact with and view up close then it probably makes sense to model them as separate objects and rig them to match the rest of the character. A lot will depend on what the shoes are supposed to do and what the rest of the workflow looks…