For the last 2 posts, block in the shapes with separate pieces of geo, then you can try to either model those shapes and intersections directly in the model, or you can try to line up edge loops and geo on the two separate parts and merge them together.
oh i see, i don't have photoshop at hand so i can't really show you. What I would do is extrude the "bulge" and than attach the edges of the extrusion back to the receiver (the horizontal ones at the bottom). This way you only make that part thicker.
Not sure if this was mentioned already, but if you are baking normal maps, then for every hard edge (in other words, split vertex normals) you will need to split the UVs and give some padding between the two sides of the UV. This helps to prevent lighting errors when the texture is down-sampled. However, the reverse is…
This is how i would do it. From top left to right and down .1. Baseshape of where the fingers would go out2. the back that would connect to it 3. fixed the finger shape4. Meshes inside that i duplicated and scaled down to boolean5. Union boolean the main shapes6. Difference Boolean the holes7A. Fixed topology7B. Added new…
The idea for this thread (as explained in the first post) is that you post your best attempt first and foremost. Also, posting such a collage of screenshots like this (litterally showing 30 assets) isn't helpful in any way - you need to put in the work to isolate the specific element you want to get help with. The original…
So I'm working on an object using subdivision surface. Below is the model as it currently sits. Don't mind the unfilled caps and whatnot, they aren't the problem. Below are some pics of the topology. The first is the mesh without sudb. The one after is the mesh with subd. Now for the problem, which I'm almost completely…
Well.. this depends on the exact wanted look.. also since you are using blender (saw this also on another discord..) the crease edges feature is quite powerfull.. (what you are already using..)