The problem for this solution is probably in every 3-4th page of this forum. Curved surfaces needs to be equaly distanced for them to be able to hold smaller details.You could fix this by pushing and pulling the vertex on your model until it dissappear. Or, try to bake it down apply a fast texture and see if it's really a…
@abronee There's a discussion about merging similar shapes a few posts up and the last couple of pages of also have examples of how to add intersecting surface features to curved geometry. It's definitely worth taking the time to read through some of the existing documentation in this thread to see if any of those…
Nice! I agree, can be challenging sourcing info or indeed how/what too query when a particular issue crops up in the first place?! So just a teeny additional expansion upon Frank's typically detailed advice which in turn I'd personally recommend to also search term vehicle games - production - visualization artist /…
@ned_poreyra you are making things more complicated than needed. Those examples can be modelled with subdivision modelling, but it's a total waste of time because those shapes are not very realistic for hard surface models. You'll need too much time for a small piece, and you'll need to work with a good amount of polygons,…
Stumped here: I have a filagree pattern I wire-deformed into place (see left). I am attempting to deform it as a fringe piece on the gauntlet (see right image) between the red lines. so far I've tried: 1) using a wire deformer 2) A wire deformer to get the round shape, and then another one to pull the inside of the…
Hey guys, another bit of help requested modelling stuff for the scene I'm working on as a learning task. :) I'm attempting to intersect these two cylinders, like in this reference: I've spent a few hours trying to get a better result but I'm struggling to, this is the best I've achieved so far after looking around at…
I have a work around for creasing like that in Blender. Maybe someone can translate it: Here is before: The first thing I would do is create a base mesh of the shape, and set the subdivisions to a high number like 4 or 5 before going in and adding the details: Then duplicate the mesh and set the subdivisions down to 2 or…
EDIT: Unless you want to demonstrate a solution for your own enjoyment or the learning of others, disregard -- I found a way to accomplish this in Zbrush using masking and deformation. I am a beginning Zbrush user, and this is my project to build familiarity with the program. The first picture below is my reference, and…
Hello guys, I started to follow this thread a few years ago, but I decided to register here because I have just run into a problem that I can't solve alone. I learn a lot from this thread about hard surface modelling and I don't have problem with mechanical objects but I challenged myself with an TetraPak milk carton box…
You're welcome glad to help plus correct! re-routing geometry typically enables minimal effect upon adjacent topology throughout the iterative process. Put simply, for example's sake in terms of triangulation. A 'high flow' or high too low poly mesh projection technique when creating an asset to be potentially rendered out…