Any suggestions for improving my hard-surface modeling when I move into detailing? Important things to keep in mind? So far it looks like keeping simplified shapes, checking them in maya's smooth preview then utilizing supporting edges where it looks funky. I was trying to figure out a bit how he maintained his model with…
So, just a quick mock-up of what I've picked up today as far as hard surface modeling, because this will be relevant for the rest of the model, I want to make sure I understand how the topology works... Does this look right? - Keep to quads... - Focus on the topology and how my edge-loops can be used to harden the edges,…