Not sure if this is the right topic for this, but I am new here and not sure where to ask about this. Started modeling objects for games in my free time many years ago, when normal maps for games was new (2004) and I never understood the high poly to low poly workflow. I would approach modeling like this: (model in this…
@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…
That technique has been in the wiki for a while now. There seems to be problems getting it to bake correctly depending on the application, and having used it on several objects myself I would say its usefulness depends entirely on the mesh you're modeling. Cubes are great, even joining together two cylinders and other…
Yes, this is a very strong approach to keep a coherent way of thinking when modelling. I could perhaps give a insight in my day job on how important this is: In structural analysis, when you are optimizing a body, this way of modelling is called parametric study. When you create geometries for, say a car dashboard, you…
@G0056 There's a few different ways to approach modeling this shape but with most complex shape intersections it's best practice to block out the major forms and match the segment counts of the adjacent shapes so the intersecting geometry matches the base geometry reasonably well. How accurate this segment matching needs…
@headachedotpng Thank you for sharing these resources. I have a question about this process. It's very fast and there's no cleanup but the topology seems to cause problems when it's subdivided. Any thoughts on how to resolve these edge flow problems or another way to use the same process to end up with an edge flow similar…
@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:…
Hey guys! I've been working on my subd modeling lately and one of my challenges was a Clone Trooper helmet. I've run into some issues with my usual workflow on this as I've modeled separate pieces using different techniques making it a little difficult to combine without pinching. How would I also best ensure the shapes…
@gerardpd It's a good start to the overall shape profile but there's a few technical issues that need to be addressed. The smoothing artifacts on the subdivided model are likely caused by a combination of issues but two major factors here are a lack of support loops and inconsistent or non-coplanar geometry. Most…
What does his edges being too sharp have to do with floaters? Completely different subjects/issues. There is no "wrong" here. If you're of the subjective opinion that his edges are too sharp here(could be, or not, we don't know the scale of the object), that is fine, but it really doesn't have anything to do with floaters…