@*Sebastian Here's some topology routing solutions for slots that run across curved surfaces and need to resolve to quad geometry. Support loops and shapes that cross perpendicular to the edges of the underlying curve typically won't disrupt the segment spacing in a way that could cause residual triangles or undesired…
I want to model this concept in Sub-D. However, I've encountered a problem that I can't solve topologically. Can someone help me understand how I can convert these triangles into quads without causing pinching? Some of these triangles are on a curved surface, which makes resolving them without pinching very difficult.…
@FrankPolygon Thank you very much for this fantastic answer. This is a very illustrative solution. I will definitely incorporate these approaches into my workflow in the future. I have adjusted the design according to my current level of knowledge. Additionally, I have repeated a lot of fundamental exercises again, as I…
Thanks for the responses! I'm currently working on expanding my knowledge in Sub-D modeling. I've already completed some studies (https://www.artstation.com/artwork/K3yzlW /
https://www.artstation.com/artwork/QKRXW8 /
https://www.artstation.com/artwork/rl0x1a
/ https://www.artstation.com/artwork/Ovx6lg) and am gradually…
that's a really good point actually - if the real world equivalent is made of multiple parts, you generally don't want to try and model it as a single part.
Pretty sure that end cap is on its own. Save yourself some headache and make it in two parts. If making it for game then alpha texture will do the trick.
Should be a solution in here: (everyone should favorite it or book mark it, download it, whatever you can do.)https://polycount.com/discussion/221392/sketchbook-frank-polygon#latestAnswer is there though, you review the imgs or read the posts. If you want me to try in text format, you need to "highlight the cuts, bevel…