Hello, I am a student studying modeling. While modeling, I am wondering what to do with the topology of this part. How should I organize the surface to make it quadpoly so that it does not become bumpy?
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:…
Hello, I'm trying to challenge myself into making a modern/real life weapons that has such complex and organic shapes that it feels almost impossible to model without some special tools for it. How do I go about modeling these pieces there on the M4 Carbine? The Gas Release cylinder which is fused on the receiver, the…
No problem. Nevertheless, modeling in all quads is a valuable skill IMHO, especially with organic stuff that almost always gets the Zbrush treatment nowadays. But it's not a necessary one and eventually software may be able to handle the lack of it anyway.
@solitudevibes Evenly spaced loops for predictable/smooth shading. Easy to edit/manipulate cage is key for these sorta organic parts. Basically less is more when starting forms out from large -> medium -> small. Don't have a lot of geometry as your base model.
Thanks dude! It kinda worked but it still alludes me how they managed to make the shape feel so more organic than what I have... naw he must've been talking about problem you you solved :D
You dont see a lot of this now with Zbrush ect, but I was wondering about some common techniques that go into organic sub-d modeling. how and what typically is done with orgainic sub-d? Such as, I see a lot of pillar topping ornamentation that is obviously sub-d.
ya exactly, i was wondering about the sub-d organic shapes like this... thats really well done, can you let me know, the elongated loopy-loop at the top of each corner, is that extruded along a spline or a spline that has been turned into an editable poly or how was that shape created?