I'm having an issue related to hi-poly modeling. In Maya. Whenever I boolean a piece of geometry, I almost always get weird face deletions at the corners of the mesh. Here is an example of where they most likely happen: Just me?
Aaah I see now, the A and B lines make it much clearer to understand. Looks like I need some more theory work :P I enjoyed doing this mini-challenge, makes you think for yourself. More please :)
Do you mean like not pulling that vertex manually and the two surrending till you get a flat shape (and using aliasing to check) ? I mean, that looks simple, but you're probably trapping us, ready to crush our ego D:
Hey guys! What sort of topology should i use here to get sharp corner? Just denser cylinder and do it like this? Whats the ideal topology for this kind of shape? I don't wanna make this area too dense though.
When baking high poly clusters or parts should the low poly mesh bake be broken up like the high or made to be one whole mesh? I keep hearing that making the low poly mesh whole is good for normals and organization.
How do I model a wire like this in Blender 2.8? (Or pipes/ropes in general) I've been a 3D modeler for over 9 years and I still don't know how :c (I tried using curves but that didn't work)
I know about this inverted hull, thanks tho! I'm much more interested in how you made that geometry in an efficient way. Looks to me like a subdivided cube with extrusions? I might've automatically gone to icosphere for spherical primitives..
It's alright dude, you're just wrong. There's nothing wrong with being wrong, especially in a thread like this because everyone gets to learn from your mistake so other people don't make it in the future. You're learning, and therefore you're improving.
Dear All, I would like to cut a door handle box into a car's door. I have a hard strugle to make a nice light reflection and also keep a nice edgeflow. Please give me suggestions. The pictures thank you
this is why you shouldnt always model zoomed in because when you zoom out you see its too aliased, i drew an edge flow that would help you out with that and you could tighten the edgeloops to your liking :