Cyrid: Thanks I will be going with that method! I am always scared to add geo, but I guess that's all what sub d is about :) luke: When I try that I get weird pinching :S Will try the geo way and if not give this another whack.
With more geo i also meant better distributed. I did a new example: http://dl.dropbox.com/u/1114083/bend.obj Just bend it and smooth it and look if it´s better I know that there are now 2 poles, but they are in places where they don´t hurt as much.
How I fix this? thanks. I read 20 pages of thread and started practise s-d a little more. BTW, I afraid of finding 58 pages to read the resolution somewhere... so sorry for asking such question, pls give me tip here.
@Przerywnik for an optimised polygonal workflow, research for example a combined technique implementing boolean operands for hard surface subd content creation however results will tend to vary dependant upon object complexity plus alongside personal finesse working with your app/s of choice.
Like S1DK said, more geo should make it go away, did it quickly here, so you should be able to do it with a bit less, but shows what the more geo does. and here is the OBJ https://www.dropbox.com/s/86khhv3xjelnbc0/DIXI_POLYCOUNT.obj?dl=0
there tends be a couple of times where the aliasing for the wireframe gets spotty whenever I use the regular version so that's why I sometimes use this. Also yea I accidentally made the tutorial inverse...at least you can tell it was quick something quick :S
being lazy. but here's my "try" left top -> Box left top 2:nd -> 2x2x2 Box left top 3rd -> Turbosmooth x2 + spherify left top forth -> inset and extrude Bottom left -> Turbosmooth with smoothing groups Bottom Right -> Turbosmooth x2 iterations https://www.dropbox.com/s/i3f93vezfq82d5b/test.max?dl=0 Test 2 "cleaner mesh"…
Only found this one: https://polycount.com/discussion/comment/2080357/#Comment_2080357 Which is not my problem, as I've modeled a Winchester 1873 already, and had no problems with it, but the 92 has a completely different shape and i'm even struggling with the correct block out for this model right now. :S
Thank you guys, yes I´ve been searching in the thread but it´s huge, I find some examples pretty close to mine but not exactly that I want, I have a little pinching at the corners, here the shade model. Thank you again for your advice.
Hello again I got a new question about the modeling of trims and tiles... so when it comes to crash elements of the asset how does it is approached, do you use Booleans and make the new topology, like me in the 1st image? or you just crash the elements? the problem is that when I'm going to made the uvs these make…