Yeah, I'm also interested how others approach this. Obviously, it would be really tedious if you model those on the same mesh. And it would be inefficient if you bring it to zbrush or mud and sculpt. Has anyone tried modeling those lines using the floating geo approach?
Yeah its a handy trick, I think I posted this forever ago but you can use the same technique to do even more complex stuff like floating soft intersections over irregular surfaces, I do this sort of thing pretty often.
In that middle you have an ngon, if you plan to turbosmooth it you have no support loops, it wil collapse onto its self. For the details most of it if not all can be done using floating geo. Also if this was for a game you'd want most of those details to be from a normal map.
whoa whoa whoa...you're telling me the countless hours I've spent trying to make really tiny indentation detail into my model, I could have just made a separate object floating above it and it would look the same and create better mesh flow?
This is how i did it with my 1911. The Mesh looks messy but i dont give a fuck about the topology in my Hp model as long as it works. I also put the normals in the pic to show you that the floating geo turned out pretty well. Cheers, Daniel.
ok thanks mop, yeah i would have made it alot quicker if i had have done that, its for an ingame model, so ill be rendering a normal map from it, well i guess ill keep it and try and do more floating geo in future, cheers.
uhhh... by floating them off of the face underneath? *shrug* I am curious how EQ made the lip parts around the intersections of the body pieces. Like where the taillight meets the back wheels cover and in front: Just Modo's topology tool, and a spline loft I guess?
I think I'm on the right track. But it's not perfect yet. There's still some slight pinching though I think that could be solved with some more experimentation, but I think the basic idea comes down to the scaling trick I did on an extrusion, and then merging the "floating" verts from the boolean.
Actually, its very easy to do floating intersections that appear to be "seamless". I do this often when I have really complex shapes intersect, and I would rather not mess it up by merging it all together. Its pretty simply, just model your base shape, and then on the intersecting part make sure you have two supporting…
@AstroZombie If you intend for the final piece to look like a real object, going beyond object intersection and actually combining parts that are combined in a real world scenario, will give you a better result. If its lost because of distance and not even noticed because its so small then go ahead. I usually make sure I…