Hello - new here. I've been consistently running into a problem on my current model where geometry goes from smooth to hard, but I'm not sure how to handle the transition without sacrificing one or the other. Here lies the root of the problem - I need this 90 degree angle to be hard, but doing so distorts the cylinder I'm…
Hello world! (No scripting/programming languages were harmed in the making of this introduction) So I am running into my lack of experience barrier on modeling some of these shapes. I'll probably just move over to floating geo in the name of progress, but for the future I would love to note a good way to do this. The major…
I am well aware of subdivision modelling but always though it's a part of movies/ animation pipelines. The all quad approach paired with Zbrsh subdivision and displacement mapping. Where lods are just subdivision levels. My guess it could be used in games too especially with DX displacement. But usually in my experience we…
Much appreciated @FrankPolygon for your insight. I do think that I should create a block out stage in future, as I can see it would help to see an overview of the flow and it would definitely help with planning. It is something I will look into further, as for the moment, I try to get one area perfect, and then move to…
@navneethdodla94 Not a problem, glad it was helpful. Thank you for being a good sport about tying your question to my thoughts on learning at the end of my previous post. That topic was on my mind for the last couple of weeks and just thought it was worth sharing. A shape that consistently fights multiple modeling…
Hey @DeathstrokeFTW , Nice job! You've got the primary form down! and it looks like you are beginning to work on the secondary level of detail. I am a maya guy, so I am not sure if 3Ds Max has an edge loop tool. If so, My recommendation would be to add more polygons where you need it (i.e using edge loops and extrudes)…
Hi folks, I'm having trouble with a shape here, not sure if i'm on the right path or not. The shape described here in these images, essentially it's a cylinder with a perpendicular circular extrusion that seamlessly moulds into the shape of the rest of the main cylinder it's joined to. This was my most recent attempt. I…
@Filip5 Your example looks nothing like the ref, too high density geometry and a hard edged 'curved' topology even without the benefit of a posted wireframe, is fairly obvious when attempting to generate an assumed cloth like material. So spending additional time applying forethought will often pre-empt potential issues…
Hey shape modelers! So I had a few people ask me at work how I add cylinders into cylinders etc, so I did a little breakdown on how I approach it. Here is my image breakdown: So.. 1. firstly I created a plane with divisions equal to the power of 2 (in this case 32). 2. I created two cylinders as reference to cut into my…
You should simplify your topology because yours is too messy. You should study the tank and break it down to simple shapes and focus on the small details later. For the turret break it down to a low cylinder 12 sided (low geometry = easier to control shape) and the back end is just box, both of them should be then merged…