i agree if its pure sub'd but for sculpting a grid like structure actually saves you from having to subdivide too many times and can really help avoid pinched details mayas sub'd modelling really excells at this
For the wires i would be tempted to model and texture 1 or 2 wires and then duplicate them around later. For the weld, i would think that sculpting would be your best option. I bet Claytubes/smooth would work well :)
Hello, I'm struggling trying to replicate this pattern on the handle. How would you do it ? Sculpting it doesn't seem efficient and texturing it seems really hard ! Here's my poor attempt to it ! As you can see it's deformed and the cylinder is no longer straight !
You can also turn topology around, like so: That way you can get rid of the "sharpenning edge". Example: To Brick Top: As long as you are not sculpting it, it should be fine (if you can get your head around that topology).
I've never been modeling / sculpting with Zbrush, I gotta learn it :/ All I've done with Zbrush is normal maps, you know. I'd like to make it by myself, otherwise it would be pointless for me, but give it a try if you want of course!
Avoid ngons and tris IF you're going to throw it into Zbrush (or animate it) and sculpt it (even than you could just easily use z-remesh to fix stuff). But please, Ngons and tris are more than welcome if they make your hp look good =).
Hey peeps... So I'm trying to figure out how to sculpt lips. They give me the most trouble!! They always turn out looking like duck lips >.< Left is Ref. Right side is my atrocious lips Please help! D:
In Bitmap's tutorial for making a circular hole in an object he mentioned that he used a script to make the edges circular, or that you could use a spherify modifier in Max. In Maya you would either select the edges and convert to vertices, or select the vertices themselves, and use a "sculpt deformer" under the…
Thanks Warren. Sorry for asking a bit off topic thing here. but I will be specific from next time on Modeling. I'm looking for an advice on basic work related to Game Art Production. My Pipeline needs Blocking>Sculpt>Retopology>UV>Bake>Texture>Export to UE4. Fed up with the way 3ds Max works, pathetic upgrades, useless and…
Yeah, I'm also interested how others approach this. Obviously, it would be really tedious if you model those on the same mesh. And it would be inefficient if you bring it to zbrush or mud and sculpt. Has anyone tried modeling those lines using the floating geo approach?