So I'm very very new to subdivision modeling, and I want to understand how I should go about making this, I have the basic shape but I can't inset it or bevel it, It's very annoying, but of course it's because I havn't learned enough. Thanks.
Hey Everyone, I am wondering how I go about creating this inset detail without using a ProBoolean? which is what I have done to achieve my result. I am creating a high poly object for texture baking purposes. Cheers,
@Elarionus A lot will depend on the available tool-set / plugins, preferred modeling operations and number of steps desired. Here's a few strategies for developing this shape with different tools. May need to mix and match to find something that fits your package and workflow. Definitely not the only way to do it so any…
Fairly similar to what is shown on the smooth preview, but inset edges were tighter to the outside ones. similar to how yours is, I would recommend terminating those edges that run from the bump at the bottom before you reach the hole. That should remedy the stretching across that face.
One method I'd suggest, is to bevel the corners and inset a support loop, then crease plus adding further loops to harden the control edge defining a rectangular shape. (Note - ngons can be used on planar surfaces once smoothed without throwing distortion or shading errors with subdiv applied)
Thank you. One more beginner question: what kind of tool are you using when an edge needs to be reinforced, but loop cut is not an option (because of triangles, poles etc). Are those just manual cuts? Sometimes I try to use inset faces, but usually the result is not good.
Hi hard surface modellers. I am trying to force myself to learn this my modelling this door. I know the shape is a little blobby, but I am more concerned with the topology of both the door and the curved inset piece. Is this is a good approach for something curved like this? I would like to make the curved part floating…
Yes, a floater is just floating over the mesh, if it's an inset hole, you have to float it far enough away it doesn't penetrate the base mesh. Also it's a good idea to keep floaters pretty shallow, you can make something look like a hole without it being very deep.
@bwista, What you have is good enough to do the job, pretty much. You don't need to cut a hole in the door mesh, just take the curved part and place it slightly above the door and the normal map will pick it up as if it were inset. No need to actually model it into the main part of the door. :)
This is how I modeled it: - Cylinder (many sides); - Inset the top side and raise the center vertex (with soft selection) to create the dome shape; - cut the hole out; - delete three quarters of the mesh; - optimize the quarter (delete useless loops, collapse edges etc.) - symmetry on x and y axes - done! :)