i used a simple plane like below, just nudged some vertexes and its done super simple , booleaning etc i find it kind of a waste of time as you would need to cleanup alot of geo and be super hard to edit the shape incase you want to. But maybe i missed something.
This is just a rough blockout. You're obviously need more effort than mine to achieve more precise result. manual vertex pulling, keep each flow a smooth curve, align it to your body etc & now that i look at the ref pics again, it's actually more rounded from the front view lol
Hi all to the master here, I'm pretty new to 3D and I was trying to model a halo battle rifle called BR85HB, and I faced some problem which I don't really know how the topology work at this section because there are like hole etc, wonder if anyone here know how it work for the topology?
Can someone give me a walkthrough of the double-smooth technique where you have two turbosmooth modifiers and one references smoothing groups? I would love to see some technical workflow. Such as, do you add some edges to support, do you have to setup the smoothing groups on the basemesh before, etc.
Hey All, I'm currently looking at some cable types for the scene that I'm working on, and I really like the braided metal cables that I've seen on car engines, power supplies etc... Just wondering though, do any of you guys have any tricks up your sleeves for a quick way of doing this?
I think build from the bottom up. There's a hexagonal ring at the bottom of the piece above the moose/deer/etc. Pump that out, then isolate a sixth of it. Duplicate Special, etc so you only edit one bit and the others update nicely. Extrude up and give it a tiny bit of depth. Then grab a corner face and from the bottom do…
@Melubnio Without autocad software, you model these types of shapes with the help of subdivision modelling and boolean modelling. So in general start off small with the rough shape of what you want, then add supporting loops and subdivide your mesh. For complex shape or parts of you mesh, like cuts and holes etc. It's…
i know this thread is aimed at mechanics, but i was wondering... EQ, you've always been one of the inspirations for me when it comes to human faces, and i've always liked how you modeled your high res eyes. the question, is how do you think the best way to bake that information down to the low poly is? (the concave iris…
Can we please stop posting scripts that automate the proccess. AFAIK this thread is about topology and how to handle subdivision effeciently. If people keep posting script solutions, noone really benefits because one doesnt know (especially newbies) how topology affects the surface etc. These tools are awesome and time…
Hey guys. I'm new at the Sub-D modelling stuff, and never used it. I've heard it would be good in vehicle modelling, so before I start modelling I think I should start in a lowpoly mesh of the car but keeping the lines (aerodinamics, etc...) with chamfers and quads only for later meshsmoothing, right? And great work here,…