@amoeba You're definitely on the right track. What you have right now looks fine on a flat surface and the basic edge flow is there. Most of these window louvers snap into place on the surround trim or are glued directly onto the glass and body work with adhesive or double sided tape. Some people like them and some people…
@CodeferBlue In general: flat surfaces are largely uneffected by messy topology so the accuracy, consistency and flow of the topology around the curved shapes and shape transitions is arguably the most important. An overly rigid grid topology can interrupt the edge flow around the circular features so it's best to have a…
@izmuze The short answer is: the vertical support loops are causing pinching where they meet the curve of the leading edge of the wing. Terminate these support loops closer to triangular notch, delete the remainder of the loop and leave the resulting triangles near the corner of the notch. Here's a break down of this…
@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…
Hey friendo. You're gonna learn some math here, sorry. I see you didn't get the help needed, so here's a lesson in patterns. Identify the largest repeatable pattern. In this case, i'm able to pizza this boi into 6 pieces. The base angle for this pattern found by 360°/6=60° Now to break down one of these 60° slices. I do…
@FrankPolygon Hey Frank, thanks for the extensive answer. I'm pretty new to modelling and I have to admit that after reading the answer 5 times or so, I still don't quite understand everything. :) While I have managed to reconstruct something that leads to similar results, it feels like a trial-and-error approach to get…
Hey Frank, thanks for the extensive answer. I'm pretty new to modelling and I have to admit that after reading the answer 5 times or so, I still don't quite understand everything. :) While I have managed to reconstruct something that leads to similar results, it feels like a trial-and-error approach to get there. I have…
@aregvan @guitarguy00 You're welcome. Glad it was helpful. Thank you to everyone else who posts questions and answers too. Relying on tools to generate geometry just means avoid doing unnecessary manual work when there's a tool or modifier that will do the job quicker and more accurately. Here's an example of manual work.…
@acarmona88 Welcome to Polycount. Consider checking out the forum information and introduction thread. Sharpening unsupported corners on curved surfaces often produces smoothing artifacts that can be resolved with a few different modeling and topology layout strategies. Deciding which is approach to use really just comes…
@guitarguy00 It really depends on the size of the object and whether or not it will be seen up close by the player. Fastener threads usually aren't something that players are looking at up close. Adding this kind of detail in Substance painter is probably the fastest and easiest route. Using floaters probably makes sense…