If i had one complaint it would be some areas look over pinched. The first pic you showed had some awesome nice smooth flowing geo and some of this just looks too hard.
Sometimes mudbox just wont work untouched, so you have to slap it and shake it some. Tickling mudbox gets its attention sometimes, but using the pinch tool and smooth tool gets it going again.
Thanks for your opinions everyone! I'm not planning on creating my demo environments quite yet. You see, my training center requires that I pitch my demo reel, and therefore which specialty I want to take (which for me will be environment modeling) ideas exactly halfway into my training year. My pitches will be reviewed…
Okay, so this is how one piece looks after being quadified in Plasticity: Adding smoothing was perfectly fine as well. However, if I add any additional subdivisions, the whole thing becomes facetted, and adding smoothing creates shading/pinching issues. So it's most likely best to set it how you want in Plasticity first…
Hi everyone. I always spend a lot of time on my models, most of this time trying to solve pinching issues and today was no different. I am really frustrated and considering giving up on 3D modeling since the feeling of being ocdish and having lack of effectiveness is crushing me. :(
You should smooth out the sleeve wrinkles as they look quite lumpy at present. One method I use is to delete the top couple of SubDiv levels then re-subdivide them. They should be smoothed out, so you can go over them with pinch to retain the sharpness.
I think I'm done with the texturing of the remaining props (and the texturing part in general). I also decided to remake the circular prop with the bend technique, adding more sides and making more separate parts on the highpoly model to minimize the pinched areas. Next step will be the Marmoset renders
There's alot of pinching going on. There are alot of ngons (faces with more than 4 sides) which are causing your model to smooth badly. One of the key rules to follow when starting out modelling is to keep any faces that are going to be smoothed or animated as quads. Not a bad start though. :)
Are you talking about the middle area where the UVs pinch in? If so, I just used the unfolding tool in Maya, nothing special. The only manual alignment I did was at the top and bottom (I took a screen cap at the wrong time so the bottom is still crooked).
Yeah, you're right ive spent a good hour messing around with it and I think ive got something closer to reality. It does cause some wierd shading issues around the wing in some areas, but that may just be the light. Some decent reference for the pinch in the doors: