@TeriyakiStyle IDK what you mean about actual subd, so here's a preview with 2xTS in isoline cause that's what ppl usually post on here. And a 2017 max file for good measure: http://skins.thanez.net/help/mverta-weird-topology.max What I mean about throwing GEO at it, is that you simply chamfered the corners and the beveled…
Cheers for the help on the previous shape Shinigami and Kroma! :) Got another tricky one on a different topic - working on a 3D model of this Assault rifle. I'm struggling on the entire model, mainly because the 2D Concept isn't enough reference alone, and some of the rendering techniques makes it difficult to understand…
I am trying to match shape II in the picture below. Shape I is my attempt. My method is to use a rectangle and make the lower face smaller. Then I put an edge loop between the top and bottom face, push it out aways, and bevel it. However, the bevel only goes between the top face and the mid point. I need an even…
@aabdulrahman https://polycount.com/discussion/226803/hello-professionals At a glance, it seems as if your model is based off a US design with tapered hydrant outlets. So here's an optional simplified solution too your topology query plus keeping in mind when implementing a mostly manual editing approach, it's acknowledged…
NO WAY! No floaters? That guy must be CRAZY!! :poly124: :thumbup: Collapse means to combine the verts, which is how you would clean up the inset you made. SDS (Sub-division surfaces) don't need to be super precise, don't be afraid to hand tweak things. It's still a model after all. as long as the edges look nice, who cares…
I really liked the simplicity of Perna's approach so I decided to have a go at it without the Quad Chamfer modifier, and using again using Open Sub-Div. I'm trying to get used to using Open SubDiv so this was a learning experiment! Without Quad chamfer both required a fair about of cleanup to control edge hardness. Using…
OK steps as promised. 1: Lay out some guide splines along the major curves so you can snap to them later. (or extrude them and use as boolean cutting surfaces maybe) Note that the splines are at low interpolation settings so their points are easier to use as guides. Build the main body from a cylinder or cube primitive,…
Not going to attempt it since it would be really time consuming at the moment, but it looks like it's layered. So what I'd probably do is model the whole thing flat first. Cut the various different shapes in, and add support loops. Once you've added support loops, add some thickness (Shell Modifier in 3D Studio Max) then…
Hey guys,ive got this very specific modelling issue. I guess most of you know Grant Warwick and his shaderball he did for the courses provided. Well ive tried remodelling it and cant get around one detail which is still bugging. Its on the picture in the red circle,its this corner of this edges,i wonder how to get smooth…
Well, I did use subdiv modelling in the past but once Zbrush got sub-projection slider in its dynamesh and a density picker I gradually stopped to do subdivids at all. Then a few years later I stopped to do hi res models for hard surface things too mostly because of rounding corners shaders + adding details straight inside…