There are some shading problems in these places: You need more geometry to support the curvature, add more edge loops and help the the shape to transition smoothly. I don't want to be the bad guy, but apart from that, the alloy wheel is wrong :D The calliper tells me that it's from an M series, probably M3 (E46 CSL), so:…
I am well aware of subdivision modelling but always though it's a part of movies/ animation pipelines. The all quad approach paired with Zbrsh subdivision and displacement mapping. Where lods are just subdivision levels. My guess it could be used in games too especially with DX displacement. But usually in my experience we…
@solitudevibes Block out all of the important forms and features that need to be visible in the base mesh. This will make it a lot easier to generate accurate high poly and low poly models that shade cleanly. Capturing all of the key details in the base mesh should solve the issue. Like Eric mentioned, an iterative block…
@TelekenticFrog: Hehehe I had a similar TOTALLY OCD problem with the top of a ceramic kitchen pot. Simple-seeming inset drove me up the wall. I redid it 7-8 times over two days and came to the same conclusion as EQ. Specifically, that if I can identify a real world shape as "inset", then insetting and controlling the…
i gave it a quick try, the outer shape itself isn't much of a problem, i made 2 mistakes here, i ignored the circular shape of the inner cuts and i totally ignored the fact that on the centerline my inset won't work due to beeing mirrored so there is a shading error, which can easily be removed by removing the centerline i…
Well, I did use subdiv modelling in the past but once Zbrush got sub-projection slider in its dynamesh and a density picker I gradually stopped to do subdivids at all. Then a few years later I stopped to do hi res models for hard surface things too mostly because of rounding corners shaders + adding details straight inside…
Hey guys. So I'm making this robot and having troubles with a certain part. It's frustrating and where I live no one knows how to hardsurface good (don't even mention using max at all). I've read many hardsurface guides, but because each situation seems too specific for my inexperienced mind, my head simply can't grasp how…
My point before was if you create the inner cylindrical portion before you support your other geometry, You won't have the right amount of sides to have an "uninterrupted" curve. I'll explain what I mean (hopefully) The border in brighter green(minus one edge, my bad) right now is making a perfect half circle. It has X…
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…
@hututuzhang The distortion is caused by reducing the loops instead of carrying them across the shape. While it is generally possible to manually compensate for this type of shape distortion, some broader context is also required. Catmull-Clark subdivision smooths by averaging the existing vertices. This recursive…