@Ninjin42 Be very wary of manually moving verts and edges. Ideally, you want to be creating shapes with mostly modifiers/splines etc. For such a curvy shape, this is absolutely vital - trying to manually place points along a curve is a pain too many people put themselves through for no reason. If you absolutely must move…
Well first off, I do mostly hard-surface work, and I do virtually all of my high poly sub-D, lowpoly, and UV work in Modo. Modo excells as a straight-up modeling app. There are a few very specific task that are done better in Max, like instancing many objects on a spline, but this accounts for such a small % of actual work…
2 methods in modo really 1. Select 2 edges(or more), bridge. if your # of sides are even, you can select a bunch of edges and bridge to get perfect quads etc. by # of sides varied a bit more than i liked so i needed some tris in there 2. Select vertexes and make poly! In modo this is P on the keyboard, im sure other apps…
actually thats a pretty easy example to do with subd fast, notice that i added ass tier edgeloops in 2 mins and still got a smooth result. What perna is saying is 100% true. There are many articles etc explaining why modeling clean stuff and mastering subd is the best base before attempting other workflows. It doesnt mean…
yeah, it would be a good way to have newbies etc see "what not to do" , now its only fullstops with no context ( wich make the replies also have no context , wich invalidates the time that people took to reply to you ). Thats like those people that make dumb comments and then delete them because they are too afraid to…
gnoop - just because a particular method can be perceived as obsolete due to a number of factors whether subjective reasoning, inefficiency or relative preference...etc doesn't in my opinion demonstratively represent a precedent against further utility/application. Specifically what I mean, is why then do senior industry…
Hi all, just a suggestion that we should make part 2 of this great thread so that the information here remains manageable and people could go over from page 1 etc. Also we should make a sticky for all those excellent chain links, knurls and holes on curved surfaces tutorials as these things have been asked about many many…
what's the problem? Does the HP smooth bad? do you get pinches? etc etc. Main reason i'm asking it's because, if this i a hp which you will bake down, if it smooths good move on. Are you getting pinches? are we getting close to the object to see the small pinches? Make the main shape without any indents or extrudes. Later…
Wow, these welded parts on the second screen are pretty cool ! Can you tell us more about the technique ? is this a brush with alpha in ZBrush etc. because it looks really cool and i'll have to do some 3d welding in few days :D Edit : yups sorry, i found the tutorial on bitmap's website ;) Here's the url for guys who need…
@ColMatrix Context of the game, surrounding environment, remaining drawcall/geo budget and overhead will really dictate your art direction for this. I think the safest and most realistic solution is that this could be handled with a really nice bake + supplemental bake overlays into the textures (AO/Cavities etc) to really…