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Making curved edges on a surface-- Please Help--
Hi I am trying to model this boot but I am having trouble figuring out how to make the curved edges on it. I have a basic model of the boot but adding those seams while trying to retain all quad topography seems almost impossible. Any strategies or help from anyone would be GREATLY appreciated.
read 478 times
8/10/2009 9:16:32 PM (last edit: 8/10/2009 9:17:52 PM)
Textures would probably be the best way to go. I imagine a specular map and maybe a displacement map would work wonders. Or a normal map, but that would require modelling a high res version anyway.
read 446 times
8/11/2009 7:39:19 AM (last edit: 8/11/2009 7:39:19 AM)
to make a tri isn't to summon the antichrist and bring about the end of days you know
unless your model specifically has to have quads add tris if you must but try to keep them away from areas that'll deform and preferably out of sight
that being said- model the basic shape- the big shapes- then cut in the details and clean up as best you can- would be my advise
seconded the above though, if you can get away with it
read 441 times
8/11/2009 7:50:40 AM (last edit: 8/11/2009 7:53:43 AM)
add the seams in when you're done making it.
Kinda like this:
I know it's a watch silly! But look where he makes the wrist band 'sewn in' part and adjust to suit.
No pun intended waaaaa!
Then again normal/bump/displace works too as already mentioned.
read 411 times
8/11/2009 4:17:28 PM (last edit: 8/11/2009 4:18:08 PM)
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