You're on the right track but less soft edged 'organic' forms which I think boils down to misinterpreting references although fairly common to make since lighting can often deceive the eye in terms of shading, as to whether surfaces at a glance are concave or convex transitions, to begin with. Anyway the tendency in most…
Ugh. This is my first attempt at a complex high poly object(for normal map) that I have actually stuck at. I must admit, its driving me crazy! This has been on and off for weeks, I have kicked, screamed and felt like giving up numerous times. Never have I wanted to learn something which has frustated me this much! Anyway…
If you're making a round cylindrical object, and being round and precise is a concern, you shouldn't be manually tweaking the shape of the cylinder. If you're creating a cylindrical shape, start from a cylinder, not a box or a plane or anything else you need to "model into" a cylinder, just start from a cylinder. Too often…
So this problem has been consistent with me for a long time, and I can't figure out how to do it cleanly for the life of me. So I don't know how to go about cleanly welding or putting together meshes where it's complex geometry hitting complex geometry, and this happens a lot to me when I'm modeling (specifically for low…
I'll play along. This is something I attempted recently, for a spaceship I wanted to create in high poly for normal mapping. I find it troublesome to work with subd, as the result is lots of tiny edges too close together on my low poly. Not easy to read, or work down from. My workflow consists of lots of small bevels. For…
verb If you modeling for commercials that need to have a very close-up shot then small details need to be real geometry, otherwise they'll be on the normal map, even film guys use normal map. And because they're on normal map, so real geometry, floating or convert from 2D doesn't matter, you'll get the same result (…
mr bear good point, I do this as well something tho that sparky from id taught me was to use reference objects in max tho dont know if maya has a similiar thing but it allows you to mess with a base mesh or working obj while the reference obj gets updated with all any other type of modifiers that get added to it. Very…
Hello, first post. If there is a better place for this, please let me know. I'm making the Con-Am shuttle from "Outland" as an exercise to get better at hard surface modeling. I've blocked it out and am starting on the more detailed version. I am faced right away with the question of how much to "connect" details vs. just…
Hi @perna -I'm worried I'm not getting you with this question. I picked an 8 sided cylinder for the boolean operation because I thought the number of sides aligned the best with my borders. -I actually first did the shape with those white arrow edges. Just before I was about to post it here, and answering your question, I…
Hey there, saw this shape and tried doing it. Posting here to see if I'm going in the right direction or if the answer is easier somehow. -So I make the base shape (colored object) with booleans and edge bevel -Manual tweak by deleting edge (white arrow) and smooth using chamfer+SGs. Trying to be nitpicky, I say that…