@Shinigami: Here is what I would do. Granted this is sloppy and I did it in 20 min. But I think the main thing to do is what a3D said. Keep refining by deleting loops and adding them as needed. I use things like "preserve curvature" when adding loops, and you can simply delete loops to let the sub-d do the work, or select…
Hello everyone. I'm trying to do some hard-surface modeling, and I'm trying to understand how should I approach these. I already tried modeling them, but had some problems. This is the box I tried to model. The thing is, its a pain in the ass. I dont know how to approach. I'll explain, first, here's the breakdown of what I…
@MKO It's likely the current smoothing artifacts are caused by a combination of factors: extruding directly off of the existing cylinder edge segments and the extra edge loops that run down into the corners. Before trying to resolve the issue there's a few things that are worth considering: * Will the object ever be viewed…
@sera3D Hey buddy, read my post on this page with the leaves in it. N-gons are not your enemy. N-gons on uniform curved surfaces can be your enemy. On supported flat surfaces, N-gons flat out don't matter, and will enable you to save a bunch of modeling time and render-time by letting you end your supportloops in one e-z…
Manual alignment sucks. Avoid it when you can. Follow the lines and look for intersecting points. People are lazy so the angles of the intersecting lines are probably whole numbers and have some commonality. Start simple and work into the complexity. Avoid over complicating things. Lots of flat surfaces to hide tris and…
@LilacGear Welcome to polycount. A few post above there's a couple of discussions about adding or subtracting shapes from cylinders and curved surfaces and back on page 168 there's a little write up that covers working with a similar shapes on a curved surface. The principles covered in these discussions are the same that…
@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.…
@Ruflse, dunno where the quote button is in this thread... but here we go "I'm asking how to make a lowpoly in this situation, because as I said I've never done anything more complex. With a simple asset I would just remove some loops or make a retopo for some pieces, but I'm not sure how should I handle something with…
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…
Hi, I'm creating game-ready model and I've got big problem with one part of it when trying convert to high poly for normal map baking. This is my low poly model with sharp edges marked: This is how it looks after applying Bevel (weight method) with 3 segments and then Subdivision surface modifiers: I've tried a lot of…