Indeed it is! And that was the sort of kick in the right direction i needed. Please don't get frustrated when we ask such questions and have trouble to understanding while we're still in the middle of learning the skills and most importantly lacking the experience. Of course i'm confused from time time. Otherwise i…
I'm sorry. I'm a non-professional and I have to agree with EQ's modality. If the model looks good and bakes good (and you're not needing full quads for sculpting) then why does it matter if there's a small pinch or your loops aren't perfect. And also, there's no need to follow an object 100% exact blueprints, especially if…
@aregvan It looks like you're on the right track. The key to clean cylinder intersections is to match the number of segments on both shapes near the intersection. Try matching the wall segments on the critical part first and adjust the perpendicular loops second. The alignment doesn't have to be perfect. Close enough…
I wanted to push myself and so made this challenge for myself and to share with others: First paragraph is my own challenge. The second bit should be super easy but may present a good beginner's challenge. Now I can do the geometry, a bit of touch up, and get it shading just fine. But I want to do it procedurally and…
It's generally frowned upon in this thread to do someone else's work for them, but I felt like I needed some practice. Is this sort of what you were going for? No clue how to reduce the pinching further. I don't consider myself a master hard surfacer so I'd appreciate anyone with more experience showing a more efficient…
Hi everyone, my first post here, and I can't believe how useful this forum is. I thought other ones were helpful, but there are so many amazing resources here. I'd like to show you a project I'm working on, and an area I'd like to improve I'm trying to build an AT-AT walker and I decided to actually model the panel lines…
Great video Pedro! And awesome work on that console. I laughed when the mouse danced around some of the boxes, "this is important shit, pay attention!" A few points to expand on the technique: * Sweep gives you more options then loft. It's modifier based so it stacks well with other modifiers. Loft is a Compound shape and…
Spline Controlled Cylindrical Holes This is intended not only to make the high poly look good but to also help ray tracing produce a normal map that picks up as many details as possible. 1. Create a cylinder with 12 sides and delete the end caps. 2. Using angle snaps in front view, rotate until one face is visible directly…
@guitarguy00 Reducing the segment count to the minimum amount of geometry required to hold a shape and maintain edge flow is a good strategy for subdivision modeling. The base geometry looks good. You have the basic shapes and loops working together. Definitely on the right track. The distortion between the two outlets can…
@UhhNope Shading / subdivision errors on cylinder intersections is a common problem. There's a few ways to fix it and what's right for the project will depend on factors like object size, view distance, object importance, etc. The basic idea is: subdivision modeling won't produce CAD quality results. There will be errors…