@amoeba there are no hard and fast 'rules' when it comes to modeling something, just general optimisation techniques shared over time among people passionate for our craft which by the way are really worthwhile keeping in mind, like here, for example. Anyway as mentioned, if your mesh overall sub divides with a few minor…
This is Wirrexx's mesh. It's slightly different to mine and smooths correctly because of the cylindrical roundness I think. On my mesh they are evenly spaced but not perfectly cylindrical; it's a bit squashed so this still gives me some errors on the bend. About your point on ngons, they can be used in sub-d meshes as…
Hi there hoping I can get a solid answer or a good push int he right direction of how to solve this. Basically i'm struggling to figure out the best way of tackling how to Model and texture type of curly/afro type Hairstyle to current Gen standards. Preferably something with a workable within UE4 and it's material editor…
No need to unwrap high poly for baking just make sure the low has its uv's right all in the 0 to 1 and not overlapping. Modeling low poly should be pretty fast and its better because extra polys add up. The extra 100 here and there in places on one model means jack all but when you have a giant game world the billions…
Outside of specific project requirements, stock 3D certification programs and technical edge cases, there really isn't anything wrong with using triangles and n-gons in subdivision modeling. Flat surfaces are arguably the least effected by messy topology. As long as the corners are supported and the surfaces are co-planar…
cool, heres somit of what ive learnt and some Qs for peeps who know more ive been learning mayas "propper" subD modeling tools not the proxy mesh stuff (or smoothmesh) which is a poor relation to maxes modifier based subD in both terms of functionality and in speed (just a simple mesh smoothed to a decent degree will slow…
Thanks @Joao Sapiro, Yeah I understand and actually that was part of the reason for snipping, it seemed like I was off to a very bad start and I didnt want any new potential commenters to write me off straight away, I guess it didnt achieve the desired affect. I do appreciate the time everyone takes to post here and you…
Hi guys, I'm having problems adding small detail bevels on a hard surface vehicle. I'm doing ok with blocking it out and getting it to look smooth and hard edged in the right places. I'm having a very hard time finding out how to do these bevels that go across the model which get out of my "original wire-flow" to create a…
Thanks for your help guys! I always thought those really good artists could fix everything by only using the ring/connect tools. And that they (almost) never used triangles and ngons. I also thought they did that way because cutting everything manually is a lot more time consuming. But I think I thought wrong, didn't I?…
Your images are broken, so I might be missing what you're trying to say. If I am breaking off an extra-detailed piece, like some sort of grille that is going to go on a simple box, I model it as a physically separate piece, not an integrated piece (think like a heating vent in your house, how it is a separate piece of…