@FrankPolygon Thanks for take your time to answer! I think you gave more answers than questions I had :) ! I had an idea for your method (manual adjusting mesh) but my first tought was, that nobody do this way, .. but then I was wrong! I hope that I will find a little time, to try these modelling methods! I follow your…
@IronLover64 To add to what's already been said: try to simplify the mesh by dissolving and merging some of the extra geometry. Straightening and rerouting the remaining loops into the existing geometry on the back strap should solve most of the smoothing issues. Flat surfaces that are properly supported are relatively…
@JaYcin3d Was going to model an example (...still might if time permits, alongside posting a result as well) utilizing a mainly non-destructive subd approach. Probably either Boolean - Bevel modifiers + weighted normals or Shrinkwrap - mesh data transfer technique?! But since I'm sensing you're more concerned with how the…
Vaneir: I started with a square plane. I just extruded edges and moved verts. Once I got the shape roughed in, I made some cuts with split poly/edge loop tool and started adjusting it to fit the silhouette. I then deleted unnecessary verts to finalize the shape. I used insert edge loop to rough in the major control edges…
Hi Per, haven't seen you around here for a while plus awesome might take up your offer, always willing too learn and I promise to not take the piss :) so duly bookmarked...oh and Happy New Year, by the way :) @annee your mesh is too low poly to support the cut, I'd advise adding more edge loops and segments.…
Hey guys! I've been trying to model a helmet lately (in Maya, no ZBrush) as practice for hard surface subd modeling as opposed to sculpt + retopo. However, I'm stuck trying to figure out how to best connect these different shapes with optimal topology while preserving the sharp insets in the visor as seen in the reference…
Hi @KungFuCactus The easiest way to get those Grid details on your Geometry would be just using Normal / Height Details in your texturing program. If for some reason this isn't sufficient enough I'd create a plane with the general outline of the diamond details and project / wrap this plane on top of your existing geometry…
Chiming in cause I'm not a butthurt party. @KarlP You should plan your model out so you don't end up with triangles or poles that negatively affect your smoothing. If you're done with your model and see a triangle but your sub-d looks perfect, then try and learn why it happened so you don't make that mistake again and move…
Thank you, that was relieving and at the same time made me think. I am self trained, have not watched many tutorials and have not studied graphics or anything related in college. I studied computer software engineering. When I started sub-d modelling, I had problems with keeping edges straight, everything was wobbly. Then…
Oo oo, i know this one @Dklang, first one definitely make a tileable texture. 2nd, quite possibly one of the most aggravating things ever. Off the top of my head I have 3 solutions; 1)go in and work the the topology itself, get the loop to travel back around the top of the surface rather than ever touching its side, or…