I'm starting to more and more understanding working with Subdiv but I encountered a problem with simple object. From the distance those artifacts will not be visible, but I really like to know how to solve intersections like this. This is my model with hard edges marked for bevel (I've tried method without it, just placing…
OK, this seems like a simple concept, an extrusion from the top of a round object, but I can't seem to be able to finish it up. I'm completely missing something. From the smoothed version you can see the problem areas, which are resulting in the lack of loops hold the edges in red in the last image. I can't figure out how…
That's awesome man! I tried a few things starting with a TS cube, but it always kind of an off circle. But with your idea of flattening, i could spherify the closest loops to the edge, and make it a perfect circle. I also removed one more loop from it and made the extrude a bit deeper. Huge help Pedro! Thanks a lot for…
I did some stuff like that before when modeling a Paris metro entrance. I basically used long quad strips to outline the shapes, then added in loops down the centre and pulled them out, to give it some shape and stop them from being flat. After I got it to a point I liked, I used thicken (which'd be shell in 3DSMax) to…
look back 2-3 pages, i have a great example on this.. look back 20-30.. Perna has.. Then look back another 50-60.. Earthquake, Perna, Me and so many more has shown great examples on how to get rid of theses issues. When it comes to curved surfaces to say. Dont do your cuts here , if you are, you will need so much more…
Okay, I get it now. Just a couple more things: Should I bake the highpoly bullet onto the low or let it be as it is? The hp ended with 138k without the bullets and has a lot of support loops. How should I make the lp for the main parts in this case? Removing the loops? Retopo? I have never done anything so big and want to…
Oh okay. Because I learned this method in university from some hardsurface artists at crytek. I also use a script from one guy there, so you can easiely change smoothing groups to speed up this process. I know there are many many loops who are worth it, but the pcs right now are stong enough to handle this. I love this…
I modeled your object a little bit, the proportions are incorrect but I hope you find it useful. The basemesh was made from a box primitive. The polycount is kept as low as possible for easier editing. Most of the control loops are generated from a modifier equivalent to the bevel modifier in blender
Maya is just fine, as with any autodesk modeling suite. you need support loops on both sides of your feature. Add the blue line and get rid of the tris. You might want to do the red part so your topo is easier to work with and to avoid poles.
In that middle you have an ngon, if you plan to turbosmooth it you have no support loops, it wil collapse onto its self. For the details most of it if not all can be done using floating geo. Also if this was for a game you'd want most of those details to be from a normal map.