Thank you. One more beginner question: what kind of tool are you using when an edge needs to be reinforced, but loop cut is not an option (because of triangles, poles etc). Are those just manual cuts? Sometimes I try to use inset faces, but usually the result is not good.
Yep, in theory, smoothing should average a perfect circle out of a square of ratio 1-1 but in practice, the more sides you have the more perfect the circle is, if you still go lowpoly-style you certainly want at least 6 sides, then 8, 12, 16... etc.
@Wintersun Not quite sure what you mean but it looks like you want something like this: It functions the same as your normal grid. When you create primitives they will be aligned to that grid, you can snap to it etc. When your done with it you can reactivate the homegrid or just delete it.
hey, i was wondering if theres a workaround for this. Basically when I collapse two verts to create a support loop, it gets deformed and moving it out etc is inaccurate and leaves "dents" especially on deformed meshes. As you can see after i collapse it, it deformes and causes artifacts. Is there a cleaner way?
Do you mean if I want to do low poly for games, vr, etc. I need to avoid non planar polys or are they acceptable, but can lead to issues, which I would see at baking time? Anyway good to hear, when the smoothing looks good then everything is allright:)
hi guys i would like to know what the difference between high poly modeling and low poly modeling, and in hard surface modeling like cars,tanks,weapons..etc is it ok if i break parts as much as i want or do i have limitations and thanks so much
This is how I modeled it: - Cylinder (many sides); - Inset the top side and raise the center vertex (with soft selection) to create the dome shape; - cut the hole out; - delete three quarters of the mesh; - optimize the quarter (delete useless loops, collapse edges etc.) - symmetry on x and y axes - done! :)
Oh apologies. I have modelled it but the topology will be useless as it was modelled in Inventor. I brought it into 3ds max to assign smoothing groups, uv, texture, and render. As another poster said, it may be useful to try and model it in a CAD software, because in max etc you would never get it to be a perfect circle.
Even though your error looks like caused by some illegal geometry (double edges, some floating vertices etc) rather then sub-d based, I gave it a go. looking decent to me: I am sure there's a better way to do that but still this could work as an easy fix:
Hi all to the master here, I'm pretty new to 3D and I was trying to model a halo battle rif and I faced some problem which I don't really know how the topology work at this section because there are like hole etc, wonder if anyone here know how it work for the topology?