Yes, this is a very strong approach to keep a coherent way of thinking when modelling. I could perhaps give a insight in my day job on how important this is: In structural analysis, when you are optimizing a body, this way of modelling is called parametric study. When you create geometries for, say a car dashboard, you…
Hi all first post on this lovely forum, been lurking for years. First time I've tried to do a full on hard surface model with turbo smooth etc. Ive usually just done mobile stuff but wanted to have a crack at some next gen workflow. The idea for the model I'm working on at the moment is to create the high poly to bake down…
@Elphobos This thread is full of examples of subdivision modeling strategies so it's worth taking some time to skim through the pages and look at how other artists have created similar shapes. If there's an issue that's particularly difficult then post some images of the model in wire frame and subdivision preview mode.…
I use it almost exclusively now and have not experienced any trouble making complex forms. Give me a small hardsurface challenge if you'd like! As for import/export I haven't had to work much with interoperability to be fair, but for game assets it works no different with baking at least since you export it as a pure,…
@JBurk Looks like you're on the right track and the process just need some minor adjustments. Once the block out is complete (and all the shape intersections have matching segment counts) just maintain the same segment count ratios when increasing the geometry density of the cage mesh. The appropriate amount of starting…
Oh cryrid, I'm sorry. Edited, fixed, hopefully. Sometimes I get lost in my head. Drowning trying to learn 3D. hopefully this makes sense: Okay, so for example: THIS IS WHAT I THINK THE MESH IS TRYING TO TELL ME: Orange: The support loop around the joint is uneven. The lighting in the render matches this decision perfectly.…
What does his edges being too sharp have to do with floaters? Completely different subjects/issues. There is no "wrong" here. If you're of the subjective opinion that his edges are too sharp here(could be, or not, we don't know the scale of the object), that is fine, but it really doesn't have anything to do with floaters…
Hey @DeathstrokeFTW , Nice job! You've got the primary form down! and it looks like you are beginning to work on the secondary level of detail. I am a maya guy, so I am not sure if 3Ds Max has an edge loop tool. If so, My recommendation would be to add more polygons where you need it (i.e using edge loops and extrudes)…
Dear pros, especially sculptors, please help. I'm obsessing over this and can't stop. So I have this anime figure head I'm recreating (Super Sonico). What makes it different from lots of others is that the front bang/hair is smooth until gets cut into nice sharp edges. As if one continuous mesh. As as you can see from the…
Dear pros, especially sculptors, please help. I'm obsessing over this and can't stop. So I have this anime figure head I'm recreating (Super Sonico). What makes it different from lots of others is that the front bang/hair is smooth until gets cut into nice sharp edges. As if one continuous mesh. As as you can see from the…