Hi all first post on this lovely forum, been lurking for years. First time I've tried to do a full on hard surface model with turbo smooth etc. Ive usually just done mobile stuff but wanted to have a crack at some next gen workflow. The idea for the model I'm working on at the moment is to create the high poly to bake down…
@Yogifi Thank you. @tatertots Thank you for taking the time to follow up your initial question with a detailed explanation of what you tried and what you were looking to improve. Glad you found the posts helpful. Cylinder intersections is a good place to start and from there the v block project covers three different…
@G0056 There's a few different ways to approach modeling this shape but with most complex shape intersections it's best practice to block out the major forms and match the segment counts of the adjacent shapes so the intersecting geometry matches the base geometry reasonably well. How accurate this segment matching needs…
@Elphobos This thread is full of examples of subdivision modeling strategies so it's worth taking some time to skim through the pages and look at how other artists have created similar shapes. If there's an issue that's particularly difficult then post some images of the model in wire frame and subdivision preview mode.…
Continuing on with my B-2 model in Blender... I'm wondering how to go about another approach for sectioning off the wingtips. In the following image, I have an edge going from 1 to 2, but what if I wanted to have the edge continue on until it reaches the hypothetical vertex at 3 where the edge would follow on to meet the…
@Deqa The edges on the model look a bit too sharp when compared to what's shown in the reference images. Though the fender is mostly flat surfaces, there are a number of angled transitions that are missing. Some of which are difficult to see. Gathering some higher quality references, with better lighting and more contrast,…
@lammer_228 Overall it looks like you have the right idea. Whether or not the shape is correct depends on what the model will be used for (hero prop, background prop, minor environment clutter, etc.) and whether or not the model needs to closely match the reference images. A lot depends on where the object will appear in…
@Tosyk When searching this thread there isn't always a direct copy of any specific shape but there are often examples of similar shapes and similar smoothing artifacts. Looking at how other artists solved similar problems can help inform which topology strategy would work to resolve a specific mesh smoothing problem. The…
Hi, This is my first post on forum, so hi! I`m working with 3D software for a lot of years now, but I only did some packaging related stuff. But for some time I want to learn new things and start creating more creative artworks. I know that I will be never professional modeller, I`m not even trying to be, as I work in…
Yea, it's a huge no no for baked maps. While normal maps are a texture, they are not the same as regular textures (Diffuse/Albedo, Specular, Gloss/Microsurface/Roughness etc.) in that they store mathematical values which are essentially encoded during the bake via the tangent basis. Each pixel found in a normal map has an…