@SkinnyM Both topology layouts are generally acceptable for most hard surface models. While the quad grid corner is a more conventional choice, the triangular quad corner tends to produce more appealing results for this type of shape transition. Something that can be verified by previewing the subdivision and looking at…
I don't think it's supposed to be just hard surface models in this thread. It's just that most of the difficult modeling issues are how to make that kind of mesh. here's a page from the wiki you might find useful: https://polycount.com/discussion/80005/face-topology-breakdown-guide/p1
this is mostly for hard-surface artist to post there issue. however, I think the questions here should be, will it deform? will it animate? if not, is it OK to use triangles there? also remember that you can google for character topology to see how other artist have done them. My take away is that the topology gets…
This whole thread makes me wonder are all those thing gamedev related? Because support loops are big NO in game dev usually. How would you do LODs with those support loops ? Aren't hard /split edges and normal maps been invented to fix all this and editing vertex normals is a way to fix unwanted shading gradients on…
I've been working on learning and understanding hard surface modeling. To learn I decided to model the 2nd Gen Light Cycle from Tron: Legacy. I managed to make the front "wheel" (Well enough for now) and I have a base mesh for the body but I've been trying to cut out the windows in the style of this movie reference image:…
Hi hard surface modellers. I am trying to force myself to learn this my modelling this door. I know the shape is a little blobby, but I am more concerned with the topology of both the door and the curved inset piece. Is this is a good approach for something curved like this? I would like to make the curved part floating…
I am practicing some hard surface stuff in Maya. But i have some topology and pinching problems. Here are the screenshots. Can you help me to understand what i am doing wrong? I am also adding the .obj file. Thanks in advance. https://www.dropbox.com/s/x98ol2zrlxvtfay/01.jpg https://www.dropbox.com/s/zxssok8qsqy2ao5/02.jpg…
@christrom Welcome to Polycount. Consider checking out the forum information and introduction thread. The topology layout on the updated sample panel looks a lot cleaner. Splitting the model into individual components does tend to simplify the loop flow and is generally considered best practice whenever a watertight mesh…
Hello, I'm new to this forum and have been practicing low poly 3D modelling for a few months. I started to study hard surface modelling just a few weeks ago and I have been encountering an issue with a curved face with a sharp edge in on the top,bottom or between its face..My problem here is I keep getting seam lines or…