@SkinnyM Have to agree with Eric's recommendation to block out the major shapes before merging them and adding support loops. To add to what's already been said: blending complex shape intersections is all about creating accurate shapes that have relatively consistent segment spacing. Using more geometry can help with…
@Varravik it's worth keeping in mind ZacD had shared his solution to enable 'joining' two separate objects modeled with varying number of edge segments, basically faking a smooth transition using 'floaters' (floating geometry) in order to bake detail without generating errors from a high poly mesh too low poly proxy, then…
@macaron10 Looks like the basic topology flow should be workable. Running the support loops around the perimeter of the shapes will sharpen the outer profile but redirecting the loops across the flared cap will produce a softer, rounder profile at the end of the quillion. The blade and hilt sides of the cross guard aren't…
@PancakeMSTR Overall the topology routing around the major forms is well structured but the undulations in the shape is an issue. There's a lot of stray edge loops coming off some of those cut outs and this disrupts the segment spacing that controls the smoothing behavior of the curvature along the sides. Dissolving some…
@Sims_doc The rail profile in those reference images has two distinct shapes: flat walls with radiused corners and tabs with angled surfaces on the underside where the mount can grip and index (center) onto the rail. That triangular notch is probably just a manufacturing artifact left behind by the dovetail cutter used to…
I think this thread would benefit from examples of using sub-d specific, or common modifiers and the pitfalls within using those modifiers. the FFD's and path deform WSM modifiers i believe are pretty common when dealing with sub-d i think. I am pretty sure, but not positive, that these 2 modifiers are crucial when dealing…
@ralphykwix It depends on what the mesh is for and if there are any shading or normal errors. If it's a low poly model then there's a lot of loops that could be removed to optimize the mesh. If it's a high poly model then the edge flow could be optimized for cleaner subdivision and easier editing. A few things to consider:…
Of course, when it comes to rendering the more power you have is the better, but your specs are quite decent IMO. Hm... Are we still talking about the tank tracks? Cause I don't understand what relation track geometry optimization has to rigging. Here I created two low poly versions on track using boolean workflow:…
Yes, the effects of subdivision have been witnessed but the application is something we have to experiment with. Predicting the best solution to an unfamiliar problem seems difficult, sometimes impossible. The response to ZacD's reply in keeping smooth edges was interpreted as wanting a contiguous surface that could be…
It kind of depends on what the high poly will be used for. Creating normal maps, or just to do some high poly work? If its just high poly, you can do whatever looks good, allows you to work efficiently (not optimizing every last tri) and as long as it doesn't chug your system you're fine =) I don't see anything wrong with…