@DeathstrokeFTW, I think it would benefit you to look into some tutorials on hard surface modeling and understand the concepts of "high poly" There is a great tutorial series by Grant http://masteringcgi.com.au/course/mastering-hs/ and also another great series by Paul Conner on Digital Tutors…
Another question for my model here. If you look at the area marked in red, it basically has a cylindrical shape with one cylinder(green light one) inside another cylinder(the silver rail containing the lights) and then another bigger cylindrical shape at the bottom holding it together with the top square part. I can't see…
@LouisMarshall There's a few different topology strategies for sharpening those corners while also minimizing the visibility of any smoothing artifacts. Which approach makes the most sense will depend on how accurate the shapes need to be, how visible the area is and how much time was spent creating the rest of the model.…
Start with lots of geo and break it down into a single segment. Steps I did. 1) Start with 64 sided cylinder because it looks like the shape has 8 of those little rounded hole things. 8 divided by 64 is 8, so it makes it easy. If you want to make more or less, just adjust accordingly. 2) Rip off 8 faces. It will be easier…
Simply raise a few edges and we can tighten that edge with the same toplogoly, its very important however to remember 2 things: 1. Zoom out! Analyzing edge hardness when zoomed way into your model is always a bad idea. While it may look "soft" zoomed in here, pay attention to the last frame, viewed from a reasonable…
Thanks for the response Frank! Had no idea I could block it out from such a simple cage instead of trying to isolate a complex detail with a higher resolution. I did try the cage idea at first but I didn't know that I could dissolve the edges for the curves on the side of the tub into a triangle, and really keep the form…
@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…
I am creating a 3d model from a first person video game. Everything has been going smooth until I got to working on creating cuts into the cylindrical body of the model. I am looking to use a high poly to low poly workflow and currently I am using the chamfer modifier to add support loops to the cut out shape. I have…
After asking a friend, I finally found a solution: -Apply the lattices that makes the end thinner and the one that bends the end -Choose a face that is rotated at a good angle before the rotations start falling apart -Add a transform orientation for the face on the top middle -Select an edge on the bottom loop if you have…
-I just took a random amount of edges, you will have to work out how many you need for that :p 1) Make a cylinder (having 1 cap segment is helpfull to make the selection) Select 2 edges, skip 2 (or you could do like 2-3, 1-2, depends on what you need) and scale them in as much as is needed 2) remove the top 3) with border…