Agreed. Also a reminder that information linked in this thread's Opening Post, Page 1, lists a huge library of content relevant too Subdivision Surface Modelling, as follows: Subdivision Surface Modeling on the Polycount Wiki Shared: My Technical Talk content by Perna How u model dem shapes? Image Ripped! by cookedpeanut
"is it bad" As long as the surface is flat (planar) bordered by control loops, ngons and/or triangles will usually cast no shading artifacts once subdivided or turbosmoothed. However personally as a game vehicle artist, I would fan the corners:
The most important thing is to terminate those edge loops, the way i did it does produce some pinching. On flat surfaces its barely noticeable but its not that great for bent surfaces. You have to experiment some with this to make it look good. I added another edge loop for the left image to make the edge a bit sharper.
Anyone knows how to align a pattern on a surface? I want to fit this pattern on the grip. Normally i would overlay this onto the normalmap in photoshop, but i want some good highpoly renders. I copied the grip surface and made a patch out of it. Then i tryed it with patchdeform ,but he always telling me that this is a…
If you want to add a subdvision surface don't use CTRL + B to do a bevel, add bevel like this (in the menu or with this add-on) : https://youtu.be/NtT8HZ60NBU?t=1030 At 17:12 (for the video), profile 1 is very important. It makes straight lines and after add a Subdvision surface Andrew Price's tutorials are zero in…
thank you for your answer. However It does not seem in your picture, but the three closest edges make a hard edge in the circular surface. Look at the picture without wireframe and check the reflection. So I think we should not cut edges into the inner and outter circular surface. Or if yet, those cuttied edges should be…
Guys, I'm modeling some medical equipment and I cannot for the life of me figure out how to model in the screw ports on this curved surface as shown below. Any ideas would be amazing!!