Yes, I did something. TS 3 iterations 121K and 4 iterations 487K poly. It looks nice but even for close shot I think this is too much. Right now it is like this.
I never read it all. Seemed excessive. After a while of reading and practicing you just pick up the general idea. Just reading it feels like you would remember 10% of it.
Hey Polygear. I Think your problem is that you're slightly misunderstanding how the shape actually works in real life. The "edge" portion of the blade seems to start on a double serration and you're trying to start it before that. In real life if you started an edge like that, you do get a tiered look in that curve like…
EarthQuake, this is not the first time you get like offended by a comment. It's like you don't know how to take critics or comments, and that's something bad dude. How could i say it without offending you? All i can see is that you are very susceptible, so picky. And it's not a language problem, I think my english is…
Update: I successfully created the shape I wanted, but because this will be duplicated many times over, it is too high poly for my PC to handle. Is there are more efficient way to make a tank track like this?
Hey thanks, Iaido! I did try it with the knife and it just made a big mess - ngons and tris like you said. I'll just do the retopo - it will be better anyway. :) Thanks again! Daf
bitmap: That looks great! Please do a tutorial on your process for that floater. It seems like it would be difficult to get things to line up properly, but I'm sure you have a good way of doing it.
I was able to do it by just chamfering. It would create a little bit of shearing if it weren't a floater though so it's not an end all solution. Just make it look like it merges and it should work fine.
Hello! like suggested by AlexCatMasterSupreme in my thread http://www.polycount.com/forum/showthread.php?t=127155 i'm gonna post here to for crit and feedback ^^ And here's my attempt for the challenge :) Thank you! Bob
Here's a possible solution for the first pinching. It might not look like your reference here, but the geo is tweak-friendly if you want thinner or sharper shapes. Edit: It does require marginally moar geo.