@rudenko_je Welcome to Polycount. Consider checking out the forum information and introduction thread. This thread has a lot of great resources so it's probably worth taking some time to skim through the recent posts and look for examples of how other artists have solved similar problems on other shapes. A couple of posts…
Hi, This is my first post on forum, so hi! I`m working with 3D software for a lot of years now, but I only did some packaging related stuff. But for some time I want to learn new things and start creating more creative artworks. I know that I will be never professional modeller, I`m not even trying to be, as I work in…
@rudenko_je Deciding whether or not certain smoothing artifacts are acceptable really depends on a couple of different factors: * Are the smoothing artifacts on a part of the model that's visible to the player under normal game play conditions? * Are the smoothing artifacts significant enough to still be noticeable when…
@MegaSofteae Creating a detailed outline of an object's profile can seem like a logical place to start but in most cases this limits the way you think about the shapes by constraining it to a 2D space. This is why it's generally considered best practice to block out all of the major features of an object in 3D before…
Thanks for the (indeed verry fast) replies guys ;) I tried modeling this as one piece but that is giving me just the same problem, seems like the only way to get them planar is by verex pushing, since make planar or the likes will screw up the surfaces tuching the borders. I will try to do a rough shape consisting of 5…
No problem hope it helps! I hope this wasn't relating to your issue in the general discussion thread. Otherwise that would have just meant your topology was the problem. You should try and stay quads. Although if you have to resort to tris somewhere it's not a big deal, as long as the mesh looks good smoothed that's all…
@akilesKRSK Any particular reason you are trying to keep it a quad mesh? Dont be afraid to use Ngons, if you understand how they subdivide. (If you don't you can always quickly do a smoothed preview and inspect the wireframe.) If you are worried about wobbly shading because of the Ngons, you can always add another edgeloop…
@TeriyakiStyle You didn't help him tho, you just threw a whole lot of geo at the problem, creating new and interesting problems. There's skewing and pinching all over that thing. @mverta you're making an odd shape in an odd place with no logical quad-minded place to end your loops, that's what you're having trouble with.…
Here's my lazy fix. Pay Attention, Because this will help you in the future. Rule nr. 1. Curved surface always need to have a even edge consistense! Rule nr. 2. You can Always use less geo, but it means you have to push around more vertices and it could be time consuming (But also a good thing to do to understand topology…
@Deqa The edges on the model look a bit too sharp when compared to what's shown in the reference images. Though the fender is mostly flat surfaces, there are a number of angled transitions that are missing. Some of which are difficult to see. Gathering some higher quality references, with better lighting and more contrast,…