The shape is not easy to see in this picture, but I'd say you could make a flat strip getting that tire-like shape ready and then use bend modifiers to achieve a similar deformation.
I'm quite new to 3D modelling, and I think this might be a bit too advanced for me, but I wanted to try anyways. To the left there is the reference and these are prints from my progress so far. What do you guys think? Any idea on how I might be getting it wrong? It does not feel right for me
I've been struggling past couple days on achieving this velvet fold look, experimenting on Zbrush with dynamic simulation+cloth brushes. The closest I got was manually sculpting folds with the fold brush then smoothing the result but it leaves a lot to be desired. I heard Marvelous Designer would be great at simulating…
Hey guys, I need some help modeling the pockets on a pair of pants. Ive tried several iterations but i cant seem to get it right. If anyone can help id appreciate it. The pants pocket should connect to the seam that runs along the sides of the pants. (I noticed this after my attempt so please forgive me with that).…
Hey, so you do not model in triangles (models get triangulated in game engine on import or you can do it manually but never model in triangles) for characters you need to study anatomy and topology flow on areas that gets animated. Example face: notice how lips and eyes area have circular flow as these get deformed.
Ups.. black magic of the internet.. now the two images appeared in the first post of this and the one i tried again (where was no "reaction".. also..) Anyway: in blender any edge can be "greased".. meaning the influence of the subdivision is lowered.. so a fully greased model would be visually not subdivided at all.. For…
so i just downloaded a free model to reverse engineer and i still dont get it. Pls help me understand. Is the primitive that is used here an ico sphere or uv sphere or subdivided cube?