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dalewb
07-15-2010, 08:36 PM
I just wanted to get some feedback on how I've modeled this half of a table. Below are the low and high poly versions. My main concern is how the interior edges bulge in the high-poly version. Is that normal? I know it's best to keep things in quads, but I couldn't think of a better way to do this. Thanks!

http://img295.imageshack.us/img295/5917/hardsurf00.th.jpg (http://img295.imageshack.us/i/hardsurf00.jpg/)
http://img692.imageshack.us/img692/6821/hardsurf01.th.jpg (http://img692.imageshack.us/i/hardsurf01.jpg/)

Keytachi
07-16-2010, 12:34 AM
That central vertex there is not really good, (it's a manifold, vertex with more than 4 edges connected to it).

Tables usually have some hard edges (like the ones in the low poly version).
You can achieve that (which is what i understood you want) by either adding an edge loop near the edge you want to tighten, or by creating a bevel on those edges.


Hope it helped.

dalewb
07-16-2010, 07:09 PM
I'm sorry I didn't respond sooner! I was actually going for a more rounded look because I'm building a black jack casino table where the rim of the table is covered with cushioned black leather or soft rubber (for people to rest their arms on while playing). I know how to reinforce edges, but laying down the initial edges was problematic on this object due to its shape.

I think I just need to spend more time doing this (tutorials messing around, etc) and a lot of the issues I'm having will become more clear.

dalewb
07-16-2010, 09:01 PM
Hrm... I posted a while back and it didn't take for some reason - sorry for the delay, but thank you for the reply.

I'm basically having trouble in the workflow from highpoly model to lowpoly. I think my lowpoly models deviate too much in general shape from the highpoly versions and so things don't look right.

Making edge cuts in the right places isn't always obvious either... in short I think I just need more practice, after which time things will be easier for me to figure out on my own.

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