As far as I know, it depends on the size of the model. If it’s a large mid-poly object, it’s often textured using tiling textures and masks instead of unique texture maps in order to achieve higher texel density. Another reason is VR projects, where it’s generally better to rely on actual geometry. I’ve also noticed that…
2300511685 Overall it looks like you're already on the right track. It really just depends on what the model is for. If it's for games: the brake has a very rough surface finish and it's a very small part that's typically further away from the player's main point of view. So the current high poly is more than passable…
I tend to model stuff how it's build in real life - sometimes there's areas where it's convenient to keep them as the same sub-object. For example if I was building a simple Logitech Mouse - I'd build the body of the mouse as one sub-object, the scrolwlwheel as another sub-object, then the cord as its own sub-object -…
Your approach started quite good.. but then you applied the modifier already when only modeling the outer edge of this screw like object.. you have to model "the sides" and "the base" too so they also get this skewed/screwed form.. (Also: what you did by manualy repeating i have done with the array modifier)
One thing that helps me time after time: learn about the actual structure and construction of real world objects. How was this ship made in real life? If we made these objects hundreds of years ago, then there is already a process in place that we can reproduce digitally and we probably have records of how it was made. My…
perna: nice solution.. a bit simpler and easier to edit later on. How dare you one up me! :P Bad Spleen: As far as I know Turbosmooth and the NURMS smoothing in Edit Poly are the same but different routes to take when smoothing your model. They both use the NURMS method to smooth the object. The main difference is that…
This was only my attempt to read the real structure of the object.. as it is often said: references, references, references :wink: In fact the saddle has more somekind of double arc form like the number 3 and not like C.. if you know what i mean :wink: .
So I'm working on an object using subdivision surface. Below is the model as it currently sits. Don't mind the unfilled caps and whatnot, they aren't the problem. Below are some pics of the topology. The first is the mesh without sudb. The one after is the mesh with subd. Now for the problem, which I'm almost completely…
It's nice to be able to get explanations on modelling approaches, when and why to use them. I've used box modelling for objects that are either very boxy and low res or very obviously cylindrical and low res so curved shapes like these are completely outside of my comfort zone. Box modellings the only approach I'm…
Hey, I appreciate the help and yeah it seems like a really good non destructive way to make screws and stuff. That's all I'm looking for right now, just basic, non destructive ways to make interesting shapes. I got a hard time making anything even remotely curved or rounded so small objects like these are pretty…