s6: you've got a bunch of redundant loops there, 1 spit on the side of each rail; and 3 down the center, removing would drop your geo count quite a bit.
For Subdivision modelling, all 3 will smooth fine with proper support loops. For low poly, the bottom two are better since it avoids long thin triangles converging on a single point.
But to get rid of those stray vertices is something really fast, 2 or 3 clicks and they're all gone. It could be faster with a script thought, something like 1 click.
Forgive me. This is my progress it's stylized and its a little warped and cartoonist. Similar. There are a lot of different selectors. What i have. 3 is for Smooth Preview (Maya) & W is for Wireframe.
How would I go about adding the 3 indents (holes) into the selected mesh behind, without messing up the edge flow. I can't seem to get them in there :S
Hijacking Shinigami's question here, but how high poly should the components be for a boolean to achieve this? Before smoothing the result, that is. Should it simply be 3 polygons wide for each indentation? Like so?
I modeled a mic before! Well about 3 years ago, http://www.polycount.com/forum/showthread.php?t=76389 The highpoly ended up looking a lot better then my low poly :\
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.
Cant seem to model this shape, tried it 3 times over now and its a mess everytime. The bevels on the sides and top is what is getting me. This is what I have so far. Thanks!
I'm having a hard time getting this curved piece to look like my reference photo. I've worked on this one spot for about 3 hours, I've added support edges, creases and everything I can think of but I cant maintain my smooth curve