Any of the fine options are okay, you don't need all quads on a highpoly, or to UV a highpoly model. Unless you are using something like xnormal that requires only quads and tris on your highpoly, but you can fix that with one button later.
Hey guys, just a quick one. I'm trying to add a minor light to the bumper of this car, but I don't feel like this is the right way to implement it into the mesh. Any tips on how I could make this come better into the mesh? Ref picture:
Most likely a question that's been resolved on more occasions in this thread than I've had hot dinners. So at a glance there's not enough faces to preserve the shape via a cylindrical object. (checkout bottom of page 149, more useful advice from @EarthQuake)
Hi @Yano , this weird effect is because of the N-gon you have there. Max is trying to triangulate the mesh so you need to set where has to be triangulate. Try to close the mesh like this and set the smoothing groups according to your uv seems.
Like in one of the previous examples in this grand topic, you can try making it straight and then just twisting the whole thing. This (https://polycount.com/discussion/comment/2679537/#Comment_2679537) can also give you some idea about pesky cylinder work.
Create a rough basemesh first, dont try to model only one part first. Something like this should be a good start. Just subdivide it, add some bevels and split it in parts. But first you need to get the basic shape of the object done.
Looks like polygonal output from a patch or nurbs model. It wasn't made with a sub-d workflow. Awesome examples perna! Wish I had the time to make a good wiki page out of this thread, so many great tips in here.
^sexy @cytric, i think you could simply do something like this, really isn't hard :p obviously refine it and add more geo where needed, simplest way of tackling it would be to shift drag edges into position imo Cipher
Couldn't save your picture, so had to do it this way. Some possible solutions, if there is a triangle where it actually is ending in a point I usually do something like the last picture. @lloyd http://i106.photobucket.com/albums/m245/A_User_Name_That_Isnt_Taken/66q0O.jpg
I'm trying to model this shape: But when I add subdivision, it collapses and doesn't work like I want. I added support loops, but there is still that strange curve. How would be the correct topology that would get that shape without that kind of artifact?