Hey guys! I've been looking around for things to model as practice and I was modelling a shelf the other day and came upon this detailed handle. I live in Portugal and all around me are these antique looking, extremely detailed objects, with carvings. This one is just a moderate example of it but I looked at the shape and…
How do I model the disk part as well as the screens? Since this mesh has an odd number of screens, I had to make a 14 sided cylinder in blender, keep two of the 14 faces, extrude the screens, and duplicate and rotate the faces 7 times. I want to add a bevel to the mesh because importing this mesh to 3D Coat for sculpting…
@Liam_CH looking at your ref quickly I cam see you need no more than 4 spans across the width and 7 down the length to block that form out. Use as little geo as is necessary and only add geo when you can't get the forms with the geo you have. A classic beginner mistake in both modeling and sculpting is to add way too much…
Not worth to do in a sculpting program like zbrush? hmmm in maya you can draw a curve on the surface of a mesh just by making it 'Live' then you can do your arrays ... OR you select an edge of the model that match that curve (seems to be good for your model) you make a curve out of this edge (dont know if Max has this…
The end result topology of a highpoly object doesn't really matter, so long as the shading and smoothing looks fine. You've only really got to worry about topology when you are still in the modeling phase and are trying to keep it clean so you can easily add in detail or if you plan on sculpting it. I'm curious about the…
I would personally model 2 sets of patterns with bevels instead of subd > trim with either a shape with the outline (ie proboolean)> fix ngons> add smooth modifier set to around between 30-45> bake Normal map. The pattern to the right side. I would model the stripes with proper smoothing first> then use ffd box to match…
Cloth isn't really mechanical/hard-surface stuff that this thread focuses on. Clothing is mostly ZBrush work. One way to do it is to start out with a base mesh that conforms to your character body and then start modeling the larger shape-changing details such as collars, tucked waists and rolled-up sleeves etc. Once that…
I'm no expert in this, but I think this is the type of topology you want to aim for (Right image: Quad only topo alternative): It's good practice to retopologise in a way where your edge flow follows the same curvature that you've sculpted into the high poly mesh if you want to capture the finer details. The main issue…
For the first one you could just make a smooth sphere, then make the outside edges of the panels as a separate object, lastly make the inside edges and move it all into place with face-snapping to the original sphere. For the second one I'd do the same but make the lines with beziercurves, retopo the spherical parts and…
Nah, keep it as an example. My hard-surface workflow is usually to quickly brute-force the surface and then remesh it for a sculpt, so extra faces are never a concern for me as the skin ends up with a lot anyway. It's certainly not the best technique for a traditional/sub-d approach though, just something that gets the job…