
Sakira’s Eight
156 posts

Sakira’s Eight
@SakiraEight
18 | Freelance 3D Artist | 🇵🇱
Katılım Eylül 2024
100 Takip Edilen29 Takipçiler

Sakira’s Eight retweetledi

Here's another exploration image done for @ironwoodtweets 's Pacific Drive : Whispers in the woods.
Can't stress enough how fun these were to make, and the amount of freedom I had on these.
Thanks again IW for your trust <3

English

@ThatNgonGuy Will keep that, in mind, thanks! I've already tried incorporating what You said, and it works. Got one last question though. When modeling circled parts, should I model them before applying Sub-D or after applying?

English

Ok so first off, I would *highly* recommend against using bevels for tighter edges like that in subdiv. Not only will you have a harder time working with it, it also produces worse results than standard control loops like in my paintover. Same with not adding supports on both sides of the bevel like I show in the bigger bevel there.
The second issue of the line/crease between the two corners is a result of (90% sure) not reading the reference correctly. I personally don't think the top and bottom halves are at different angles. Judging by the one side view, it looks like that shorter corner is also angled outward and the slope looks the same as the taller area. So my guess is that face is fully planar, at least until you can't see it under the lower lip.


English

I fixed this topo while still using all quads.
Sometimes it's best not to overthink things.



Jordan Cain@ThatNgonGuy
@MechGreggorArt @_danketsu Honestly, it's not just that pole that's the problem here, it's the horrible C-loop placement. I recreated this area just to test it and.. yep. The C-loop (and subsequent pole) breaks it entirely.
English

@SakiraEight I mean, it's always ok to use ngons in subD, it only depends if it shades well or not. Can you show me what your predicament is?
English

@ThatNgonGuy When is it okay to use n-gons when modelling with Sub-D and what's a general example of a good toplogy on a high poly model? I'm currently trying to remake a camera model, and have found myself in a bit of a pickle when modelling it.
English

@ThatNgonGuy Hey! Can I ask a question about Sub-D topology when modelling high poly assets?
English

Carchitecture Maluch in Varsovian Interior

Parisian Aesthetics@Parisianaes1
Carchitecture Lotus 78 in a Parisian Interior
English
Sakira’s Eight retweetledi

Sakira’s Eight retweetledi
Sakira’s Eight retweetledi

@ArtOfPilgrim Anything that has curved surfaces for some reason. Sometimes I manage it, other times not
English
Sakira’s Eight retweetledi

@ThatNgonGuy Hey! I got a question. I’m making an asset for my game which is also a portfolio piece. Can a high poly have tris / ngons if the surface doesn’t deform in any way, and is that considered an okay practice for portfolio pieces?
English

Not to show up my boss's ngons or anything but...
Maybe use double inner loops instead 😁

Joe Wilson@JoeWilsonEQ1
This is great design language advice. Hard edges are often knocked back with a conical deburring bit. So when you think about this kind of shape, you can imagine a cone boolean operation to create the chamfer. Here’s how you can do it with poly modeling/subd.
English

@gabefollower @ArtOfPilgrim ThatNgonGuy would be proud / happy
English
Sakira’s Eight retweetledi

🤔 Tired of 3D GenAI spitting out messy, unusable wireframes every time? Not anymore. 🔥
We're beta testing doing it yourself! - finally nails clean, efficient topology with elegant artist-level simplicity (whatever that means).
click below to join the beta! 🚀
blender.org/download/

English

@meme_blend adwtraincarriage-uvunwrapfinalfinalfinalmyass.blend
Dansk
























