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dog's Avatar
Old (#1)
Hi. Posting Protonpack's motherboard so far. Help on how to improve topology much appreciated!

As for the workflow, I tried CV and bezier curves first, but seems i'm not ready for it and ended extruding from a polygon cube and laying out vertices against a blueprint reference...

Obj here

If you're a newbie like me there is a lot of info here and there

Thanks!

Offline , null, 19 Posts, Join Date Feb 2011, Location argentina  
  

dog's Avatar
Old (#2)
Well, finally blocked it out ... now time to really go and learn some sub-d
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SsSandu_C's Avatar
Old (#3)
Nice! Keeep at it! By the way... look at my workshop because I shared the model. Have a look at what I did. Maybe it will help you.
Offline , triangle, 349 Posts, Join Date Jan 2010, Location Romania  
  

samuelsss's Avatar
Old (#4)
Great graphics. I am gad I came to www.polycount.com
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dog's Avatar
Old (#5)
hurrah! I think i'm done with the sub-d...




Update:
----------
I think I found a better workflow in Maya for merging two objects into one.
I'm just adapting how Grant Warwick uses the 3dsMax's Cut tool in his tutorial

1. Select the object that will be cutted so the other object can fit.

2. Use the Split Polygon tool. Uncheck "Split only from edges" at the tool's settings.
(I'm going to a top view here)
Start cutting all around the second object with snap to vertex on.

3. Select the faces to delete.

4. Combine and merge both objects.


Hope it is of help.
If you have a different workflow it will be great to here about it.





---------------------------------------
I cannot find a good workflow in Maya for merging two pieces into one... I tried with booleans (although I read it's not the way to go) and ended working a lot to clean the result... Any hints that can set me on track? Thanks!


Last edited by dog; 02-07-2012 at 12:58 PM.. Reason: updating info
Offline , null, 19 Posts, Join Date Feb 2011, Location argentina  
  

 

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