More I think about it more it seems to me not exactly subdivision question in general. I use Zbrush after all and it's all about subdivision. I meant rather all those extra loops people do for nice shading of subdivided meshes that ended up into in game models ( not subdivided models themselves). A special topology that…
Well, I did use subdiv modelling in the past but once Zbrush got sub-projection slider in its dynamesh and a density picker I gradually stopped to do subdivids at all. Then a few years later I stopped to do hi res models for hard surface things too mostly because of rounding corners shaders + adding details straight inside…
@AntBay If the manually placed edge loops need to wrap around the bottom of the shapes then the topology structure of the base mesh will need to be changed so it redirects the edge loop around all of the corners and down along the bottom edge. Below is an example of what this process could look like. Here's a simplified…
NO WAY! No floaters? That guy must be CRAZY!! :poly124: :thumbup: Collapse means to combine the verts, which is how you would clean up the inset you made. SDS (Sub-division surfaces) don't need to be super precise, don't be afraid to hand tweak things. It's still a model after all. as long as the edges look nice, who cares…
Did some more subD practice, would love to hear what people think of these questions. Max methods would be more appreciated. 1-Is it better for trims (please correct me if they're not called like that) to be separate meshes? If so, extrude+detach? 2-Any accurate way of guaranteeing a perfectly round surface? Would love to…
Well, if i want to work as a modeller or smth, or just model smth i'm asked to, proper topology should be important, shouldn't it? It's a job. Where you are asked to model ANYTHING. You can't go around asking people what to do when you are stuck. Or can you? Who employs a guy, who can't do anytinhg on their own? What if…
@Ridergraal Try selecting the edge loops around the shape's perimeter and use a bevel operation to add the support loops. Bevel operations will produce support loops with a consistent edge width and it's less work than manually adding geometry. Check that the object's scale is 1:1:1. Unequal object scale values can impact…
OK steps as promised. 1: Lay out some guide splines along the major curves so you can snap to them later. (or extrude them and use as boolean cutting surfaces maybe) Note that the splines are at low interpolation settings so their points are easier to use as guides. Build the main body from a cylinder or cube primitive,…
Hi everyone, I've spent quite a bit of time getting the following form correct: I'm talking specifically about the black bolt in the middle. It seems like a normal round bolt but with a number of cuts made out and a slanting edge upwards, which ends in a curve. After trying many different approaches, this is the best I've…
Hey guys,ive got this very specific modelling issue. I guess most of you know Grant Warwick and his shaderball he did for the courses provided. Well ive tried remodelling it and cant get around one detail which is still bugging. Its on the picture in the red circle,its this corner of this edges,i wonder how to get smooth…