Hello everyone. I'm trying to do some hard-surface modeling, and I'm trying to understand how should I approach these. I already tried modeling them, but had some problems. This is the box I tried to model. The thing is, its a pain in the ass. I dont know how to approach. I'll explain, first, here's the breakdown of what I…
@sera3D Hey buddy, read my post on this page with the leaves in it. N-gons are not your enemy. N-gons on uniform curved surfaces can be your enemy. On supported flat surfaces, N-gons flat out don't matter, and will enable you to save a bunch of modeling time and render-time by letting you end your supportloops in one e-z…
@perna That's totally fair to go for such control, especially when aiming for machined edges. However what's stopping you from combining this with OpenSubdiv? They don't appear mutually exclusive to me, and I already work with both depending on how I want to produce my edges. As long as you know where to put the topology…
Couldn't agree more. While I was learning I just dove into a project that I was no where near capable of executing well, and problem solving along the way. Take what you learned on the last project, apply it to the next, rinse and repeat. I've always found the best way to learn, for me at least, is by doing. Having hands…
Well much more important than realizing what you had is too little geometry, and 150 is too much geometry, is simply understanding how sub-d modeling works, so that you can simply use logic and choose the appropriate amount of geometry. You'll never be able to define cutouts on a curve when all you have is flat planes. You…
@solitudevibes There's a couple of different ways to approach modeling a lighter hood. A direct approach would be to block out the major forms with a simple quad grid then subdivide to create the necessary support geometry for the holes. @wirrexx explains this modeling process, with a great visual example, in another…
@rudenko_je Welcome to Polycount. Consider checking out the forum information and introduction thread. This thread has a lot of great resources so it's probably worth taking some time to skim through the recent posts and look for examples of how other artists have solved similar problems on other shapes. A couple of posts…
I gave up for now on trying to finish the exact details of the shotgun I was working on and decided to move onto some other guns to keep practicing and improving. I think I learned a lot and made some decent models, but I decided to move onto something else that wasn't a gun. I chose a C-17 Globemaster cargo plane. Figured…
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…
I've a question about sub-d modeling 2 intersection tubes (contains hole, not solid cylinder). (I saw in another page, EQ or someone give tip for solid cylinder but not inside). A proper/clean way to make it? How. I manage to make it but takes some time to manually slide, cut some faces and weld/collapse vertices (and…