Hey guys, I was looking for ways to practice modeling and I stumbled upon the hard surface challenges. Obviously I'm eons late, but I'm beginning to wonder if it's blender that's lacking in modifier features or if I'm just unskilled. I'm sure it's the latter, but anyway if someone could let me know how to model the front…
@dadochudy: It's all based on what your polycount limits are. Less is always better. :) For the high poly I normaly stick to the real world examples, so instead of modelling the panel line etc. I normally simply modelling the panels itself. I made the experience that this way building the high poly is much easier (support…
Is not wrong, but you need to have a correct topology for the subdivision surface to work correctly, you don't necessarily need a quad-only mesh, but your edges have to retain the shape. You have to model it predicting how it will react after you subdivide it. If you want, you can upload your model in .obj or .fbx into a…
Hi, I'm creating game-ready model and I've got big problem with one part of it when trying convert to high poly for normal map baking. This is my low poly model with sharp edges marked: This is how it looks after applying Bevel (weight method) with 3 segments and then Subdivision surface modifiers: I've tried a lot of…
Hi everyone, up until now I've just been lurking around, watching everybody else's amazing work, but now I thought I might as well ask for your help with something, since you all are a lot better than me at modeling etc. So the deal is this, I'm trying to model this telephone socket thing, and I'm having some obvious…
obliviboy: I'm not so sure I would point to that model as a guide for mesh flow, you've got tons of noob mistakes happening there. woody: your grip there looks fine, except for a spot or two, i mean are you worried that the wires look messy or something? It seems to look good in 3d, it could use some fatter bevels to give…
verb If you modeling for commercials that need to have a very close-up shot then small details need to be real geometry, otherwise they'll be on the normal map, even film guys use normal map. And because they're on normal map, so real geometry, floating or convert from 2D doesn't matter, you'll get the same result (…
Generally from my experience, the edit poly stack is both a blessing and a curse in that it allows you to go back like a group undo if you dislike the changes you made to your model, but as you continue stacking the edit poly, its like building a house out of sand. My model gets destroyed (w/o being able to undo) and…
I think when it comes to professors, there's always a half story being retold by a student. When I was in school, modeling was often taught by the professor doing a real time demo. Or for teachers who did come from the industry, they personally showed us their models they had made for games/movies. There was nothing wrong…
@FrankPolygon I'm making this model as a game asset. After this hi-poly is done, I'll then build a low-poly on top of it, and use the hi-poly to bake various maps. And yeah, the model would be subdivided again, so i'm trying to do it the proper way, since my last reply i did managed to connect the parts in a not such…