so build each piece as if it was going to be physically assembled from them, rather than building a couple of contiguous meshes out of extrusions? Seems like good practice at the very least. A lot of my previous work has been to build a low-mid poly which is targeted for the final in-engine asset, and then using that as a…
so I made a very rough boolean opeartion, after that I did manual cleanup for edge flow on open area for engine section just to give you an idea. There are number of approaches you can take though, You can try spline cage method for modelling this as one highpoly mesh, most commonly used for modelling cars. However I would…
You're welcome glad to help plus correct! re-routing geometry typically enables minimal effect upon adjacent topology throughout the iterative process. Put simply, for example's sake in terms of triangulation. A 'high flow' or high too low poly mesh projection technique when creating an asset to be potentially rendered out…
Okay I'm having some trouble. In the image below, the bottom row shows what I originally had set up to support the edges of my model. I didn't want to add an entire new line down the length of my model because it looked "off" in the render, so i connected a few vertices closer together. As you can see, it looked scrunched…
Hi there hoping I can get a solid answer or a good push int he right direction of how to solve this. Basically i'm struggling to figure out the best way of tackling how to Model and texture type of curly/afro type Hairstyle to current Gen standards. Preferably something with a workable within UE4 and it's material editor…
Thank you, that was relieving and at the same time made me think. I am self trained, have not watched many tutorials and have not studied graphics or anything related in college. I studied computer software engineering. When I started sub-d modelling, I had problems with keeping edges straight, everything was wobbly. Then…
One thing that helps me time after time: learn about the actual structure and construction of real world objects. How was this ship made in real life? If we made these objects hundreds of years ago, then there is already a process in place that we can reproduce digitally and we probably have records of how it was made. My…
The best advice I can give is to look at what you like to do, figure out where you want to go with it and reverse engineer everything from where you want to be to where you're currently at. As an example: Start by deciding film or games. Then look at which studios, what roles, what tools, etc. Build up a workflow around…
@perna Yes, highly reflective sub-D surfaces have always suffered these problems. In the automotive vis/vfx industry there are still those who prefer NURBS surfaces for those reasons or dedicated post-prod, touch-up artists whose sole job might be to paint out those reflection imperfections on non-NURBS modeled assets.…
Hello Polycount, I'm a hobbyist really interested in playing aroung with Maya. I've started plans to make a virtual yacht and pier for a really special friend of mine but I would really want to get it done right in a proper way without misconceptions. I've been poking my nose into tutorials and decided to do a test on a…