If it is a mesh you want to add details on, having a clean topology to sculpt is a crucial point though, cause it saves you alot of work later on... if you've gone hardcore and you want to retopologize after, Zremesher is not perfect, even with projection, and that mostly for hard surface... so you would retopo all that by…
You'd think by now someone would have created a "ropes" script to do this exact thing. I had to create some wrapped ropes on a project last week, and the only solution I found was to splines + optionally paint splines on surface + adjust everything by hand. Knots in particular, you'd think there would at least be a script…
I dont see any reason to be limiting like that, the overall purpose is to improve workflow. Weather that means learning to model complex shapes, or learning tricks to get around going overly complex with your meshes. At the end of the day, you do what works best, and throughout the corse of the model that may be many…
TheLittleJay: I think if You cut down half (3 times?) of your vertices, then its still ok. For spikes and plates there is no need for clean topology as they will not be animated (like bending etc.), so you can reduce tris count singificantly. About LODs I am doing this all by hand so I have more control and still good…
I think the bet way is to keep it it simple by not starting with to many sides and just use booleans. Then use symmetry and do the clean up on half the model. I think once it shades correctly it does not really matter if there are ngons or tris unless you want to sculpt. Of course it is a great help if the program lets you…
This method is achieved extruding the faces in the tube, and applying simple bevels. It's similar to what you have @ronigeva Using chamfers on the edges produces better results. But artifacts won't dissappear at all, because this kind of meshes needs more geometry. If you use pentagons, the mesh has less tension or shading…
Hi, just a remark that can help, by definition the intersection between two planes is a line. That implies that if those surface touch each other forming such sort of polylines they're not planar. I'd probably tackle it by doing the very simple general shape and then dragging/extruding (shift+drag 3ds Max) the borders as…
He's talking about the circular button to the right of the capsules. Honestly when you have a pattern like that I find it easier to paint it into the normal map rather than modeling it - you don't really get anything by modeling it and you can adjust the pattern to make sure it matches your texture resolution if you're…
I actually thought of modelling it one piece, because in case of seperated approach I'd have to make a hole to fit the extra piece in anyway. Then I'd just inset and extrude it out again. On the other hand the geometry gets more complex, so maybe making it seperate would be the easiere approach. I think I'll just do both…
Hi Folks, Currently modelling a Pistol. Struggling with the handle grip. Just discovered this thread and wondering if anyone can lend a hand. I'm using subdivision surfaces in modo. Striggling to get a clean surface without having to overload with control loops. If someone could do a draw-over or a quick example in 3D I…