@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…
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…
I take it you are trying to isolate and analyze this first, which isn't a bad idea, but since this is such a "simple" form, you might just as well begin with the real thing right away and nail the shapes and proportions from the start. If you have a hard time seeing what's going on from your reference, the advanced search…
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…
Well, for offline then nitpicking on amount of edge loops really doesn't matter, it's all about the end render(s). You will be rendering the same thing multiple times, daily after daily, client after client, etc. So some level of optimization helps a bit. But if it pushes you over budget, it's a waste of effort. So…
It's not so different from what you described your "usual workflow".. model it step by step.. you might have look at this to study the topology: https://sketchfab.com/3d-models/free-193839-vairogs-v2-new-version-e3a9b187643c4bbb84c485b1dd2a53a3 ..IDK if this is already to "highpoly" for what you want/need. So for a more…
You are absolutely right that I misinterpreted the shape. Was doing this at 4am last night lol, think I got sleepy. I also didn't have reference showing the backside of the lever - may I ask where you found that? Just google or a specific source? I re-created the whole thing and started with the back transition using a…
You're on the right track. Extrude what you have into volumes. You can look at how others have done this, search "stylized hair" on Sketchfab, and use the Model Inspector to see wires. For example: model
This might depend how you models this; while retrying this i did this with insetting the face and afterwards adjusting them to that oval shape. Whether if you simple scale the outer edges inwards (not on surface along Y in you blender screnshot) or even vertex slid them on the diagonal to stay on the original surface, when…