Agreed. Also a reminder that information linked in this thread's Opening Post, Page 1, lists a huge library of content relevant too Subdivision Surface Modelling, as follows: Subdivision Surface Modeling on the Polycount Wiki Shared: My Technical Talk content by Perna How u model dem shapes? Image Ripped! by cookedpeanut
Because it nullifies most of the content in this thread. Heh. Seriously, I've switched over to psubs and creasing and I won't ever go back. Fuck edge loops. :P
@Przerywnik for an optimised polygonal workflow, research for example a combined technique implementing boolean operands for hard surface subd content creation however results will tend to vary dependant upon object complexity plus alongside personal finesse working with your app/s of choice.
Yeah the game res looks like a plane with alphas on it, looks really nice. http://071bc3d04e2671665c74-5a267f839fbe60d0845a37698418bb02.r26.cf5.rackcdn.com/wp-content/uploads/2014/09/destiny-patience-and-time-exotic-sniper-rifle.jpg Going to give that cloth sim a try, thanks man!
hi all, this is driving me a bit nuts from animation point of view as well as modelling each part as separate blade. rotating edges in poly mode does the trick but this shape is not co planar, more like jet engine blades. http://briefly.silentforest.eu/wp-content/uploads/2014/10/alien-isolation-7.png
For mechanical hard surface? If indeed the case, hmm.....well pretty rare these days to find one still in print, though you might get lucky searching on ebay. I'll also suggest, exploring student friendly narrated video content which on that note one really can't go past Tim Bergholz, particularly for his 3ds Max stuff…
gnoop - just because a particular method can be perceived as obsolete due to a number of factors whether subjective reasoning, inefficiency or relative preference...etc doesn't in my opinion demonstratively represent a precedent against further utility/application. Specifically what I mean, is why then do senior industry…
@Bumblebee The solution to at least the hexagonal hole vs round hole is that the AFG is separated into two halves down the middle, so the two holes don't actually share geometry. See also how the right side has two smaller assembly screws, while they're not present on the left.…
Funny you should ask, I've been working on a Vespa as demo content for some of the stuff we'll be showing at GDC. I don't have backup copies to show the whole process but you can sort of figure it out of you look at the wires here, the basic process was: * Blockout basic shape with minimal geometry with sub-ds, using the…