Having an insane time trying to figure out how to model this in maya. It's from an old hardsurface challenge thread but I can't for the life of me figure out how people did it efficiently. Am I doing this right/ any tips from more experienced hardsurface modelers?
I did try to follow those instructions and started to make the thing in subsurf 1 (hardsurface modelling the wing does not result in a good airfoil as mentioned) until I realized that I had to somehow connect the back of the wing and body together as seen here. Subsurf doesn't allow that and neither does hardsurface for…
There might be some guys that can make this is zbrush or mudbox. Like the dude that made Batman over at gameartisans for comicon. He used zbrush for his hardsurface modeling
there are three ways of possibly doing it. 1. Model it flat and use bend 2. Blockout the main shape and make sure you have enough segments to handle the paneling 3. floater. All of them will work fine! I am currently coming down with a bad influensa, so this took me longer then it should, I apologize In your case, if…
sorry. I am a novice. I was confused.. blender nuts factory model. ending with tries. tries for hardsurface model is good or bad or I guess it does not matter for this model. but if, I blend this screw in animation quad is batter right. Thenks for comment.
Thanks for that clarification. Would anyone be interested in seeing a shape attempted using OpenSubdiv rather than more traditional techniques? Perhaps one of the weekly hardsurface challenges? I figure it'd be a useful example of a different approach, where little examples currently exist on polycount afaik.