Subdivision sketch: cylindrical grip. This is a brief overview of a couple ways to streamline poly modeling and a quick visual comparison of a few high poly workflows. There's a lot of different ways to approach poly modeling but most artists usually start out with the basics: inserting primitives, cutting in edges, then…
Subdivision sketch: M2O3 A quick visual overview of some easy ways to streamline [subdivision] modeling and a continuation of the previous posts about iterative block outs, booleans, modifiers, and parametric primitives. Less explanations. More practical demonstrations. Start with the block out. Focus on creating accurate…
That's why you use modifiers like Screw, Bevel and Radial Array. Modifiers are non-destructive, you can adjust values anytime you want and it makes trying & failing easier. With experience, you will get to know how many segments you need for details depending on their scale, visibility, etc.
Subdivision [Saturday] Sketch: Camera rod clamp and rosette. [Trying a new content format with more images and less text.] Here's a basic overview of my hard surface subdivision modeling process. Most of the support loops are added with a bevel / chamfer modifier and can be adjusted at any time. The support loops around…