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…
@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…
@christrom Not a problem, glad to help. I do ocassionaly post longer write-ups in my sketchbook thread here on polycount but no e-book, yet. Thank you for the kind words. It's nice to see a follow up post with a second iteration of the model. The geometry distribution is much more consistent and the loop flow is a lot…
Hello, not sure how this forum works so pardon me if I wrote this incorrectly. I´m a Fallout 3/NV 3D "artist" (at least thats what they call me). I do this for 6 years now, mostly buildings and interiors but sometimes I do cars (simpler cars). Thats where my question comes in. I am having a problem with the kind of cars…
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…
@Lemenus Try working with subdivision preview enabled: it provides direct feedback showing how the smoothing changes when adding and extruding edges or moving and connecting vertices. That should make it a lot easier to see how subdivision smoothing behaves and how dense the mesh needs to be to hold the shapes. Keep things…
@jhonerick This type of pinching artifact is generally caused by excess smoothing stress generated where edges cross over the face of a curved surface to connect the corner vertex to the support loop. In this case the effect is exacerbated by the edges of the support loops themselves because they disrupt the segment…
@praba_art Welcome to Polycount. Consider checking out the forum information and introduction thread. Try blocking out both shapes before connecting them and use the existing geometry in the curve as part of the support loops around the base of the intersecting cube. That way the support loops on the intersecting shape can…
@guitarguy00 In the previous example: the base sphere has 12 rings with 24 segments and the subtracted sphere has 22 rings with 28 segments. Both quad sphere and UV sphere intersections tend to produce topology that requires some additional clean up. Minor differences in scale and position often prevent the perfect…
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…