@borealis When working with intersecting compound curves it's generally considered best practice to rely on tools, primitives and modifiers to generate geometry with a consistent curvature and segment spacing. It's also helpful to block out the shapes before adding support loops and secondary details since this makes it…
This is a problem of planing. Sure, I could suggest ways to add in more geometry after the fact, but that would just be a bandaid. The root of the problem here is that you didn't START with enough geomery, the easiest and cleanest solution would be to simply remodel the shape, from the screenshot it isn't that complex…
EQ: That example is just what I needed, thank you =D. I seem to struggle with my approach to certain shapes, which I suppose comes with my lack of experience with subdivision modeling. As you can see I am 'ok' at getting the large shapes, but completely fail at more complex smaller details. obliviboy: I believe that…
When doing highpoly work you can use as many separate parts as you'd like. Most people would separate parts in their highpoly similar to how the object is built in real life as that often makes it easier to make the model look convincing. You don't have to break pieces off as you can just sculpt things to look like they…
How do you guys think I should approach this. I'm doing a BioRifle Re-make from Unreal Tournament 3. You will notice I am doing a bit of a mix between Epic's concept and final Game ready BioRifle. I'm attempting to do the hardest part first, which is the body shown here. I have already tried to make cuts and stuff where I…
Hi Guys, I'm quite new to poly/sub-d modelling (and this forum for that matter) and i'm not really sure how to approach a little project i started the other day. Basically I want to model a plane from an old Clint Eastwood film called Firefox. The issue I'm having is how to transition from the angular 'chisel' like nose of…
how do you distort the proper geometry into something closer to organic rathar than basic hard surfaces? My attempts end up with some weird spikes and stuff.I guess a better controll is possible with smaller poly's,but then it would be a pain in a but to correct them all. I challenged myself with joystick,and the handle…
Hello, I have a question about Subdivision Modelling with TurboSmooth (if that matters). I did not know that existed since last week. Now my main goal is to go into (indie) game making and I was wondering, if Sub-D modelling is relevant there. After watching some tutorials on how to get smooth surfaces (like making a…
Any given curved surface will need to be handled similarly. Success comes from understanding how it will subdivide, which was covered earlier in this thread in depth by Perna. The approach you use is somewhat dictated by the end result you're going for. If the helmet actually has a lot of cut in bits, then yes, start from…
Here are couple of ways you can optimize performance: * Instead of making duplicates of track pieces try to Duplicate Linked. Use Alt + D combination instead of Shift + D. When you use Duplicate Linked you are not making copies of mesh. Instead, you are using the same mesh in many objects. That should save you some RAM. *…