After trying this very quickly.. (as a warm-up).. yes.. the problematic part is the armrest.. seems to have four parts while the sitting area have three parts.. (the head cushion is already modeled as a seperate part..) ..maybe..if i'm more awake.. :grin:
I can't model it in any way at all and I don't understand what modifiers were used for the artifact (this is the object that looks like a tombstone) for stones and for the lantern that is next to the artifact. Just show how you would model it and what modifiers you would use. source with video references (it is in Russian)…
Hello! I am modeling a tunnel that has an expansion in one section. How can I better distribute the edges? As you can see in the image, after extruding from the cylinder, many edges are concentrated at the top. Does anyone have any ideas on how to fix this or do this properly? Thank you in advance!
Sub-D Modelling = subdivision modelling so it is indeed sub-d modelling what we do. You could say working in zbrush is sub-d modelling(sculpting to be precise) too. Actually by smoothing our models we mean that we subdivide them hence the sub-d. You apply normal modelling techniques plus some additional tweaks like control…
What is the purpose of your model, what end use will it have (video game/render?)? If you model it for a video game I would add those in as floating geometry if it's not a for a first person shooter. If you don't want floating geometry, you can use a boolean for the forward assist. You can also use booleans for the brass…
I modeled an interesting shape last night. It was a bit of a challenge and I cheated a bit with floaters, but the detail will be pretty small on the final model (and hidden under the model). If anyone wants to try taking on the challenge, have fun.