10-28-2009, 08:08 AM
A lot of my hard-body models are low-poly, with bump and transparency maps as shortcuts, but when I try to go high-poly (like a certain artist who does European tanks, or the current thread on the CH-53), it's a daunting task, and always goes horribly wrong or takes forever, and then needs a total reboot. Are there specific techniques for modelling such subjects? I've never used Booleans because of their catastrophic results, which take a long time to clean up. Recently, I tried to model a Mi Mi-24 Hind helicopter but several aspects near its periphery are so tough, I have to ask for a little help. I can get the basic blocks (with subdivisions) right, but modelling small details at the periphery as well as cuts across the model has been a problem. I regularly study the Sea King modelling tutorial, but following it to a T is tough, so I need more hints. In case I wish to customise the model, what can I do for best results?