uhhh... by floating them off of the face underneath? *shrug* I am curious how EQ made the lip parts around the intersections of the body pieces. Like where the taillight meets the back wheels cover and in front: Just Modo's topology tool, and a spline loft I guess?
Shimigami you really seem to be struggling with Subd, that's ok there are a lot of quirks and edge cases to modeling high detail hardsurface models with subd. A lot of things you have run into would be very simple if modeled with NURBS. Well maybe, I'm not sure what 3dsmax's NURBS are like.
I'm unsure why either is better or worse than the other. If i learned anything from PC, and modeling in general, It's that there is more than 1 way to skin a dragon. I'd like to see EQ and Perna go at it at work arguing over how to make some shape :D
Like @p@Prime8 said. But to explain it once again, this is a question of enough supporting and Consistensy in your edgeflow to hold up that shape.. i started of with a simple plane, divided it once in the middle and twice in length. Turbosmoothed 2 times to have enough geo to work with without getting Problems.
@AstralZombie First question is "Do I need to connect these parts?" which is a tossup with greebles like this. An easy trick for making these look connected is to keep them as separate floaters, but extrude the bottom of each part to make a little skirt that gives the same look. This is mostly a baking technique however.
hey guys, what should i do to build the curving pipe with all those convex on it like the ref. 1&2. and this is what I got for now. I dont now if i do it in the right way? and what should i do next to get that kind of convex.
Found these randomly, little SDS video tuts for random shapes, might be of interest. Dude's lightning fast on his keyboard shortcuts, though. I think this is what living inside Pedro's mind might be like. http://www.vimeo.com/7901273 http://www.vimeo.com/8155497 http://www.vimeo.com/9984227
I suppose I could make the speleothems as separate objects easily enough, but there has to be -some- way to make large cave like things for games, because I see them all over the place. I'll see if I can figure out that vertex blending stuff.
Hey guys! New to the forums, thought this would be a good place to see how everyone would approach this. A small backstory, I like to model stuff in 3D and when things aren't busy I find objects throughout my day to model, in this case, a water bottle top.
@maksoon & @ZacD Thank you the advice, Substance Painter is definitely looking like a worthwhile investment. And I very quickly(and painfully) realized the futility of modeling the proof marks and text into the gun itself, mocked up some simple meshes and baked out some normal maps to stick on.