@perandall Welcome to Polycount. Consider checking out the forum information and introduction thread. Looks like you have the primary forms. Just continue iterating on the block out to create the secondary forms. Below is an example of developing this shape with an iterative block out process. Create the basic shape of the…
@guitarguy00 It really depends on the size of the object and whether or not it will be seen up close by the player. Fastener threads usually aren't something that players are looking at up close. Adding this kind of detail in Substance painter is probably the fastest and easiest route. Using floaters probably makes sense…
Start with lots of geo and break it down into a single segment. Steps I did. 1) Start with 64 sided cylinder because it looks like the shape has 8 of those little rounded hole things. 8 divided by 64 is 8, so it makes it easy. If you want to make more or less, just adjust accordingly. 2) Rip off 8 faces. It will be easier…
Hi all, I have a variation on the standard question in this thread about indenting a shape from a cylinder. Bear with me! I know about offsetting the cylinder side so that they act as edge loops. What I'm actually curious about is the subsequent control edges from the shape you're indenting. Say I want to indent a very…
Hi all first post on this lovely forum, been lurking for years. First time I've tried to do a full on hard surface model with turbo smooth etc. Ive usually just done mobile stuff but wanted to have a crack at some next gen workflow. The idea for the model I'm working on at the moment is to create the high poly to bake down…
@Elphobos This thread is full of examples of subdivision modeling strategies so it's worth taking some time to skim through the pages and look at how other artists have created similar shapes. If there's an issue that's particularly difficult then post some images of the model in wire frame and subdivision preview mode.…
@iacdxb Start by blocking out the shapes to determine how many segments the arch will need to match the intersections with the vertical gussets. This dumpster looks like it's mostly welded plate and square tubing. The individual parts could be modeled separately or combined into simplified sub-assemblies. Since there's a…
I use it almost exclusively now and have not experienced any trouble making complex forms. Give me a small hardsurface challenge if you'd like! As for import/export I haven't had to work much with interoperability to be fair, but for game assets it works no different with baking at least since you export it as a pure,…
@JBurk Overall you have the right idea and are pretty close with the second iteration. A few pages back there's a couple of relevant discussions about cylinder to cylinder intersections and multiple cylinder intersections close together. The basic idea is to block out all of the key features then adjust the segments of…
@CodeferBlue In general: flat surfaces are largely uneffected by messy topology so the accuracy, consistency and flow of the topology around the curved shapes and shape transitions is arguably the most important. An overly rigid grid topology can interrupt the edge flow around the circular features so it's best to have a…