It seems by the time I got to this thread, everyone moved on from Modeling Perna's little shape. This thread moves so quickly! I gave it a go anyway during breakfast this morning.
That's not the hardest part; having to work only on a quarter of the mesh (being it specular) you can tweak it; I made a copy of the segment to use as reference; when you move the vertices of the holes to match the desired shape, you can move them on the y axis too, to match the reference mesh surface and mantain the…
Thanks a lot y'all. Yes, the number of faces is ridiculous, and moving around the viewport is slow :\ edit: was able to do this with the many faces extrude technique and lattice to bend not perfect circles, but looks OK by the way, what are some things you guys did as beginners to improve? i can't seem to move beyond…
There is no need for obj :), try this 100% quad way and see, it's only a bevel, some verts tweaked, a cut, and some points moved again to fix curvature.
You can move the fin inwards towards other fin, this way you will have room for support loop for outer edge and it will also blend with flat top surface too nicely. Since in game it will get baked down on low poly and no one is zooming in that close to an asset. Another thing in games we are not doing CAD precision.