Right, I had another go. I stopped near the end as I was experiencing a weird bug with the multi cut tool (Maya) where it would only select the opposite side of the mesh. The old mesh is in white and the new in green. The top extrusion isn't there, and I simplified the hinges as I ran out of gusto. I made the main form as…
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…
Great video Pedro! And awesome work on that console. I laughed when the mouse danced around some of the boxes, "this is important shit, pay attention!" A few points to expand on the technique: * Sweep gives you more options then loft. It's modifier based so it stacks well with other modifiers. Loft is a Compound shape and…
@christrom It looks like you're headed in the right direction. Like Eric already mentioned, what you have would be fine for baking in most high to low game art workflows. As far as a light technical critique of the model and topology: if the goal is to create accurate, detailed high poly assets with a relatively even…
Hey guys, here I have few questions mainly about intersecting geometry, vertices and smoothing. In following examples I try to state what I struggle with while modeling. Hopefully you could enlighten me ^_^ . I am posting this because last time I tried to cut doorframe into car model, which didn't go very well. Scene 1 -…
Start upper left corner, read from left to right This is all done in Blender, the question is how to do it in Maya? The video that is referenced is here: https://youtu.be/Nn7mISvVzJk?t=1m19s The research I've done so far has pointed me at Birail, curve extrude, curve-to-tube. Curve-to-tube is the closest to what I want but…
@Veer_P "I'm looking at the pics you sent (the first one specifically) and I dont know or understand how you got the result of the first blockout mesh (top left). Trying to replicate it right now and I just can't get it right." It's an iterative process as Frank wrote so curious if you had read through info he'd also…
Hey I appreciate the help and insight. A lot of the time I struggle to even get the base right regardless of how low poly or "simple" its meant to be which means that I can't progress to things like cleaning up edge flow or adding detail later. It also leads to a ton of overthinking and second guessing. I'm looking at the…
being lazy. but here's my "try" left top -> Box left top 2:nd -> 2x2x2 Box left top 3rd -> Turbosmooth x2 + spherify left top forth -> inset and extrude Bottom left -> Turbosmooth with smoothing groups Bottom Right -> Turbosmooth x2 iterations https://www.dropbox.com/s/i3f93vezfq82d5b/test.max?dl=0 Test 2 "cleaner mesh"…
I am sure similar questions have been asked before, but i cant happen to find a fitting post... So: I am currently trying to model a rifle and almost made it to the baking step. I only have two issues left where the model doesnt properly subdivide for the highpoly. How would I change the topology, so the normals flow as…