@acarmona88 Welcome to Polycount. Consider checking out the forum information and introduction thread. Sharpening unsupported corners on curved surfaces often produces smoothing artifacts that can be resolved with a few different modeling and topology layout strategies. Deciding which is approach to use really just comes…
So, I have been messing around with sub-D modeling for the past few months and have learned a lot. Both from this thread, gnomon workshop dvds, and many other sources. I thought I would share some of the basic thoughts that I have on the subject. I haven't really discussed them with anyone so feel free to rip them apart,…
@LostPigMessenge Pinching is mainly derived from an extreme diagonal low poly face transition between circular support and rectangular boundary edges once subdiv was applied. Now in my opinion a quadified sphere is the most optimal object to use in this type of situation so you were actually on the right track too begin…
Thanks for the quick reply ! Yeah I've tried that already, its a great trick, you can use 2 or more of the bend modifiers to make a spherical shape as well. The shape I'm doing is a small section of a bigger sphere object. just bending it 1 direction doesn't work out. ( since its not spherical) (will need to try the FFD…
@perna Can you elaborate on not being able to control edge widths? I do know the importance of being able to define edge sharpness but have not experienced any problems doing this via OpenSubdiv. I'm all for using whatever method to get the best result, but I'm not sure I can agree on all uses of double smooth being just…
@Varravik it's worth keeping in mind ZacD had shared his solution to enable 'joining' two separate objects modeled with varying number of edge segments, basically faking a smooth transition using 'floaters' (floating geometry) in order to bake detail without generating errors from a high poly mesh too low poly proxy, then…
@LouisMarshall There's a few different topology strategies for sharpening those corners while also minimizing the visibility of any smoothing artifacts. Which approach makes the most sense will depend on how accurate the shapes need to be, how visible the area is and how much time was spent creating the rest of the model.…
That technique has been in the wiki for a while now. There seems to be problems getting it to bake correctly depending on the application, and having used it on several objects myself I would say its usefulness depends entirely on the mesh you're modeling. Cubes are great, even joining together two cylinders and other…
Yeah why not? Use a reference cylinder and match it if you want. Whatever gets you there. As for that protective cap, you can totes use a sphere for it, but squash it first as it's not spherical... more like a zeppelin shape. Get good refs, study them and follow them. Nail the large shapes first, then do the details. Make…
Hey guys long time no response (on my part), been really busy on my new gig. Anyways I thought I would throw you guys some love SnowInChina: you are so right that guys stuff is like MODELING GOSPEL. SUPA: there are tons of examples in the back pages of this thread covering different ways to do it and trust me I do mean…