@lammer_228 Overall it looks like you have the right idea. Whether or not the shape is correct depends on what the model will be used for (hero prop, background prop, minor environment clutter, etc.) and whether or not the model needs to closely match the reference images. A lot depends on where the object will appear in…
@macaron10 Welcome to Polycount. Consider checking out the forum information and introduction thread. There's a few different topology layouts that would work for this kind of shape but the answer really depends on how "beautiful and correct" is defined... Quad grid topology can be nice to look at but it isn't always…
Hey, I see that many posts here are about the execution of certain minutes details using subdivision modeling. I personally think it is also very important to be able to roughly establish the main shape in space (using whatever modeling technique fits the need), and then, focus on placing the details on this surface. Also…
Hi guys, I'm having problems adding small detail bevels on a hard surface vehicle. I'm doing ok with blocking it out and getting it to look smooth and hard edged in the right places. I'm having a very hard time finding out how to do these bevels that go across the model which get out of my "original wire-flow" to create a…
Blaizer: Booleans are one of those things that are really easy to do wrong and make a mess of things with. Hence the typical aversion. Its far easier to tell people "DON'T use this tool." When starting off rather than explain the methods that make it actually viable. Per: Thanks for the commentary. I appreciate the time…
@Tenshi Hey buddy! Perfection you say? I can get you closer to that. If you start off with a low-segment, evenly spaced curve and turbosmooth it up to where you want it to be, you'll end up with a way more consistent curve. You inserted a loop into the curve at the bottom to make the bottom edge sharp, but in doing that,…
@BladeSharpe So what you want to do is nail your curvature first and then put in that hole. Trying to model a curved surface around a hole will usually result in errors in your mesh. A hole is subtraction by nature. It's also a secondary form to the form of the handle which would be your main form. What I've done here is…
Try not to follow norms unless you understand why they're set. Some times people get issues because they put N-gons in places where N-gons don't belong (usually on curved hard-surface areas) and so they ask for help. Other people then point out the N-gon as the issue. Then the norm is formed: N-GON BAD! If you zoom…
Alright, so i see time and time again that people tend have trouble doing certain things with hard-shapes and sub-d modeling. So i thought i would try something out here. I'm going to open this up to let people post a reference image of a simple, yet complicated shape(no motorcycles or tanks or stuff like that). And i will…
@tatertots I was planning on going through the weekly hard surface modeling challenge from 2014 (though I'm no where near prepared and instead decided to first go through all of Frank's detailed posts here). What you talk about with N-Gons and bevels to create the topology and join them up, I'm getting a good understand of…