planarity is a new concept for me but while checking the support loops... i realised this deleting the two faces solved the problem. but i guess 8 edges were not enough for the hole, i had to increased the subdiv iteration from 2 to 3.
Try chamfering the top edges as well (like the concept), instead of letting the subdivision dictate your curve. On a concept this angular/planar i'd find every excuse to curve/round something out personally.
I just thought it would be simpler to work on something that has already been designed. I'm not going to try work on it any longer. I actually haven't really worked off many things done in concept. Everything I've usually done has always been something existing in real life with tons of refs. I know you're pretty…
can i just add that 2d cheating on concepts sucks ass to work with as a modeler. i encounter that shit on well over half the concepts i've been given to model from and it's seriously annoying, especially when clients complain about the interpretation of impossible shapes. how hard is it really to make a blockout in 3d and…
Uhm... I don't think that's the look the original concept is trying to achieve. The concept artist probably didn't have much time to spend making perfect curves. In your models, the polygon flow on the curves is just awkward. I'd say go for a perfectly clean curve, that's probably how this door frame would be done, anyway.
I would of blocked that out a lot more, that concept has some vague lines that need to be solved before you can really start modeling. I'd also block out what parts of the model are going to be seperate meshes, like each dark gray area. You model already doesn't match the concept.
Yeah its certainly not a bad idea to finish the asset for the sake of finishing assets, lots of people have trouble with that especially with personal work, so I totally understand wanting to break the habit. As far as using your own concepts go, IMO its more about picking a good one, than doing one yourself. I'm a crap…