@KungFuCactus Edit: I thought you used max. Oh well, this is how I would do it in max.. For ease of modificatioin you can do displacement with a heightmap, or even bake the heightmap into the normals, but if you're like me you want to model it in because you want to model it in. In that case, you can get away with some…
@jdellinger98 Overall you have the right idea: using instancing, mirroring and other modifiers will reduce the workload and speed up the modeling process. Try to maintain a consistent shape transition when working with intersecting geometry on curved surfaces. Using a single base model for the high poly and low poly. It is…
@Welcj When it comes to game art and high poly models for baking: there's few legitimate technical reason to extend all of the edge loops across the flat areas and into adjacent shapes. Most of the time it will just create unnecessary complexity that will make it harder to edit the mesh in the future. In general: it's…
@Udjani You're on the right track. Sacboi is right about working through some additional block-outs to analyze the shape. There's a few distinct features that appear to be in conflict: the oblong boss appears to have a fixed width, the pattern draft appears to be relatively uniform and the complex profile appears to have…
@JBurk Overall you have the right idea and are pretty close with the second iteration. A few pages back there's a couple of relevant discussions about cylinder to cylinder intersections and multiple cylinder intersections close together. The basic idea is to block out all of the key features then adjust the segments of…
@navneethdodla94 When comparing modeling workflows for film and games there's some overlap but there's also some significant differences in the technical requirements for each. Within each industry there's also a range of acceptable quality levels. Much of this variance is based on how the models are used and what the…
@martianlion Modeling the complex shapes of cabinet inlays flat then deforming them into shape can be a good option. A lot depends on what the final model will be used for and how accurate the details need to be. A couple of other options would be to use floating geometry or to create a clean high poly of the basic shape…
@guitarguy00 It really depends on the size of the object and whether or not it will be seen up close by the player. Fastener threads usually aren't something that players are looking at up close. Adding this kind of detail in Substance painter is probably the fastest and easiest route. Using floaters probably makes sense…
Uhm, actually model created in 2 parts, shell and a regular sphere inside. Because they have got float distance between (doesn't touch each other), it's not a negative extrude/bevel seam. Yeah, but modeling steps is similar. * Start with a sphere 32x. +Editpoly modifier * Select some loops, chamfer edges (in max chamfer a…
@PixelMagic It's difficult to provide more focused feedback without seeing any specific examples of the topology layout's you've tried and the smoothing errors you've encountered. Most of the advice that's been provided should get you close to some kind of usable result but there's no real way around the fact that it will…