Hey guys I am trying to model pipes I was wondering as to how I could connect these two geometries without ruining their topology and having a clean mesh at the end. Thank you
Hi all, pretty cool thread! I really appreciate your guidance/recommendations. I will try to be brief. I wish to model a Rack and Pinion, I am confident with the modeling, the problem is, I will be creating this for Virtual Reality. I cannot model all the teeth, as the asset can be very long, plus the rack and pinion is…
@FrankPolygon Would it be possible to make an image dump somewhere, with all the images you've posted in this thread? Would be nice to see everything in one place for reference! One problem I've repeatedly had problems with, is modelling the scroll (head area) of a violin. Everytime I've tried to model the scroll, I've…
random question guys (and experts) - how would I go about approaching a boat hull? I normally attempt to model something in a low-poly - put in the needed chamfers/loops to keep it's edges and shape, and then use turbosmooth or something else to subdivide/smooth. -this time when modeling the hull - I modeled it with what i…
Thanks for the comments man. Generally I model in as many smaller chunks as is efficient, often times it just makes sense to have a large amount of small pieces, as complex objects tend to be built up from multiple pieces anyway. So defintely do not spend much time trying to model things as one large chunk. I do have to…
@apb Hey, you might not have been yet introduced to the wonders and sadness of sub-d modeling, but that is usually the way to got for organic shapes if you are using a polymodeling software. For both of your examples my suggestion would be the same, you will have to model it thinking about how the hole shape will look…
So the purpose is high poly to bake normal maps from, right? Isn't it easier to just "dynamesh" hi poly in Zbrush and once polygon density is high enough the edge flow is irrelevant too? I am just curious. I also did it subdivision way years ago but after Zbrush dynamesh got picker and sub-projection I never ever used…
Hi everyone, I'm new to 3D modeling and I'm testing some challenges ... I came across this object and I have no idea how to model it I use C4D and I would have thought I'd start from a slice disk, create some disks to make the buttonholes ... cut them in half and create points in the center to make a bridge ... but I'm…
im pretty new to modeling and am just wondering about the best way to make a rounded inner corner on a object. i tried just using a subsurf modifier on the whole object and use loop cuts to better control the shape but this knocked the poly-count above what i would like since this model is for use in a the source game…
Next part (my previous post will help me I believe with this, but just needed some pointers) The grooves on the side of this part, is it normal to model them in or just add them in PS or ndo2 or something? The part in blue, how would I go about adding this in? here's a silly attempt im working on. Basically what Im doing…