Wow I should've put my question on here. Didn't realize this was a question and answers thread on sub-D. I'm definitely going to be coming back here within the next couple of days since I'm going at sub-d's in Max. From the little I've read on the thread, it seems easier to do sub-d modelling in Max than in Maya. True or…
Hi there: Welcome too Polycount. Now just something to keep in mind when asking for help with subd modeling. There are a few simple rules for posting outlined on page 1 of this thread, basically it's expected that either an image of a attempt you've struggled with or a reference that you've no idea how to approach, is…
^ Initially when blocking out a vehicular biased model, using tri's and ngons are fine in specific regions of the mesh but I'd caution against random placement without I assume, taking into account further likely reedits once subdivisions (smoothing) is applied, namely either maintaining hard edges or testing crease…
You're welcome glad to help plus correct! re-routing geometry typically enables minimal effect upon adjacent topology throughout the iterative process. Put simply, for example's sake in terms of triangulation. A 'high flow' or high too low poly mesh projection technique when creating an asset to be potentially rendered out…
@@ArcticTauntaun Is there a specific reason why this shape can't be made with booleans and must be all quads? Yes it's possible to do this using old school techniques but it's all manual operations that mimic the results without the speed advantage of booleans. It's also possible to keep the mesh all quads but that…