Too Much Garlic
Master Member
I couldn't get the straight groove option to work. So with this people can just file the edges down... or I may try to alter it.
I would start out with more segments to avoid that puckering at the corners. For a model like this it may be easier to just make it “straight” using high poly primitive. I finally got myself a resin printer and while I can model anything using sub d I wish I had learned Soliworks when I had the chance.T-eye
Subdivision Surface ModelingView attachment 1757212
Subdivision Surface Modelingコーナーでのしわを避けるために、より多くのセグメントから始めます。このようなモデルでは、ハイポリプリミティブを使用して「まっすぐ」にする方が簡単な場合があります。ようやくレジンプリンターを手に入れたので、サブDを使って何でもモデリングできますが、機会があればSoliworksを学んでおけばよかったと思います。
Yes I am aware,I have been a professional 3D artist specializing in realtime hard surface modelingfor over 20 years at this point. I make models using subdivision surface workflow for baking normal maps mostly. Making the stuff in that pic is like breathing for me at this point I have to every day all day.Subdivision Surface Modeling
This is a modeling technique for making high-resolution models, by manipulating a lower-resolution "cage" model and using software to subdivide for a smoother surface.
Subdividing increases the number of vertices on the model, making curves more rounded. Usually each subdivision level increases the vertex count 4x the original count.
For game artists, "high-poly hard-surface" usually means creating mechanical/constructed models, which are used to bake into Normal Maps and other types of textures, which are in turn used on lower-resolution game-friendly models.
Subdivision surfaces can also be used for organic shapes.View attachment 1757347
Thank you very much.Yes I am aware,I have been a professional 3D artist specializing in realtime hard surface modelingfor over 20 years at this point. I make models using subdivision surface workflow for baking normal maps mostly. Making the stuff in that pic is like breathing for me at this point I have to every day all day.
It either needs support edges. Or you can also mark edges as sharp to achieve a similar result while keeping the poly count low.Thank you very much.
I tried to fix the edges sharply.
I know I can make it sharper and less distorted if I increase the polygon count.
However, I don't want to make the data too complex and heavy, so I try to keep the polygons as low as possible.
When 3D printed at 1/6 scale, if the mold is shallow, it will not come out clearly, so I carved it deeper.
I don't worry too much about slight distortion because it will disappear when I polish the lamination marks.
View attachment 1757461
If it's just the eyeballs, but I want to make it as light as possible because I will eventually have the whole body.It either needs support edges. Or you can also mark edges as sharp to achieve a similar result while keeping the poly count low.
But unless you're creating a model for a game, poly count should not be an issue.![]()
I widened the groove slightly.Looking cool. I think you should make the grooves wider. Almost as wide as the blue lines in the model to the left in the picture in post #767
Moving the eyes is a great idea.Found this video that I hadn't seen before.
Though not exactly Terminator related, maybe this setup with some changes can be used to make the eyes movable.