so i just downloaded a free model to reverse engineer and i still dont get it. Pls help me understand. Is the primitive that is used here an ico sphere or uv sphere or subdivided cube?
Hey, so you do not model in triangles (models get triangulated in game engine on import or you can do it manually but never model in triangles) for characters you need to study anatomy and topology flow on areas that gets animated. Example face: notice how lips and eyes area have circular flow as these get deformed.
It's generally a good idea to keep the bottom and backsides of meshes, you don't know how the asset might be used in the future and closed meshes can sometimes work better with lighting and shadows depending on the engine. You can use any part of the trimsheet UV that makes sense, like part of the unique circle or just a…
Cheers EQ! And thanks for the obj ref. That nut has considerably less geo than the one I made so that will help the cpu speed! And yeah, if I was doing a normal map for this I wouldn't be using as many instances as I plan on using (or even paint these directly in the normal). But the piece I'm doing (the engine from…
Depends on your geometry budget, and your target engine. Also consider the significance of the prop/model and the size it will occupy in the world. The smaller it is on screen the lower poly count you can get away with. Posting images would help us provide a more clear answer :)
Why not just start with an 8-sided cylinder, extrude the top, scale in, and then extrude again? And if you really want to get rounded edges on the low poly, you can try beveling those edges. And I think triangles are no problem, especially if you're modeling for games. I believe in most engines, they triangulate your…
First things first, make a blockout that makes the shape and all the majors forms so that when you're working on part A you are keeping it in scale with everything else. After that, I'd start with the major forms - I'd go with the engine-looking protrusions on the top first, then sweep the cockpit back into the…
How the f* do I combine these ? Hi ;) ! I am modeling a radial engine cylinder and I have some real issue combining these "heat fins" into the main cylinder corpus in a subd friendly way. As you can see the fins are pretty dense and their position seems incoherent with the cylinder body although I they are placed exactly…
I've had to slice loops into existing street meshes as a hacky workaround for our in-house editor/engine (the level designers needed verts at exact distances to snap vehicle-paths to); "storing" these temp edits in an EPoly modifier worked fairly well here. But that's a fairly obscure case, granted. Obviously copying them…
Hey folks, I am trying to model this Viper MK VII from Battlestar Galactica but I can't bring myself on how could I combine all these booleans together I tried to make the topo line up with loops and stuff but it still turns out rather messy after clean up. The rear also has to be empty to put the engines inside and I…