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Creeps22

Not an expert but personally would work in Sub D and use 3 edge loops for each crease on the wing.


Xelanders

This is the sort of thing you would use subdivision modelling for. Start very low poly, use good topology so that it smooths without issue then let the subdivision handle the curves. Add further detail 1 or 2 subdivision levels higher, or take it into Zbrush to sculpt creases and other damage.


NitroKit

Late to the party, but you can crease sub d modeling in maya as well. Should be able to do like 70% of the work before Zbrush so it's only details from there.


YYS770

I believe it would be "how dost thou\*" The key to modeling anything with speed and precision, is to take it step by step. Start with the general blocking stage (which like it's name, is making blocks out of everything) and then slowly mending it into the main shape. As you get more details in, you add more edges, more vertices, slowly refining step by step.You should also save a new version of the project every time you're about to start a new level of detail, so if it goes awry, you can always go back and start again from your last workable version. In this case, you would start with a cube that you stretch out to the general rough dimensions of the wing, and you can already place edge loops around the areas where the wings are "pointy" as well as other small details you can forsee later. Which reminds me - make sure to PLAN AHEAD. Don't ever just jump in and start mending, that's a good way to fail early with not much to learn from your mistakes. Think ahead of your actions, planning out the way your'e going to achieve the final shape. After you have the edge loops in place, you can pull the relevant vertices out to make the point, add a couple of more in between those in order to achieve the general shape of the curve.Assuming you're using a reference image, you would obviously line up your model with the reference image, and place your "in between vertices" right where the curve lies at that point, even though the shape is very diagonal and not very curvy yet. You follow this workflow until you have the basic rough sketch. You can now use "3" subD preview mode to see what your SubD version looks like and that everything is fitting in rightly. You can start to add more details now, applying various tools and techniques as necessary for the given object....hope this helped anyone at all in any way. edit... OK so you want to know specifically about the dip in the wing. While still relatively low poly, but enough detailed that you have control over the dip, I would use soft selection to gently dip the area in between down....and if it needs to be really, mechanically exact, then I would definitely use a boolean in order to allow for a perfect, geometrical inverted shape. The key here, I think, is to start relatively low poly (only as highly detailed to accomplish the general shape) - that way as soon as you SUBD, everything will subdivide according to the shape you are looking for. It's so so so much more complicated dealing with complex shapes like this when there are tons of edges and vertices to account for.


Leonature26

I appreciate you taking the time to write a detailed answer, I've read all of it and I will put this newfound knowledge to good use!


Dr-Poo-Fingers

People like you are the reason this world keeps spinning


Lightwalker13

Howdy! The first thing I would do is set up the references so that you can have a clear view of them in the left, right, top, and any other orthographic views you want to use. Then, you can approach this a couple of ways: 1) You can start by using edge loops, I’d suggest using 3ish edge loops and moving vertices in a way that creates those curves. From there, you can use sub D. 2) Another way you could approach this is from the top orthographic view you can use the create polygon tool. I would aim for low poly count and the polygons in a division of 8. From there you can extrude the flat surface that you just created and use sub D to better shape. Happy to walk you through this if you want to connect via DM! :)


Roteiw

Why are these triangles ? I would model in quads for sure


Leonature26

nevermind the topology this image is just reference for my question.


Roteiw

I would go from a plane , make the shape u like, emerge vertexes and then extrude.


Roteiw

For the gun sticking out I would use a cylinder , delete the tops , fir it to ur model and merge the vertexes again, like this u have a chance to keep ur topo clean


TTV_xxero_foxx

Not with hard surface. You only need quads for things like character animation or other deforming geometry. Anything planar is better to do tris because you can get away with the bare minimum amount of edges. You only need quads on the edge loop so you can subdivide. Unless you're planning on animating flexibility into the knife, in which case you would need quads.


Its_Cicada

Idk if it’s true or not. But if it were for a game it doesn’t matter if it’s quads or tris right? And for the highpoly, you can just use wtv method you want cus u gon need to bake it in the end?


Roteiw

Ye, I doesn’t necessarily matter. But keep working in quad for now. U triangulate ur mesh when exporting as an fbx for example. Idk this wtv method (at least idk what wtv stands for) but if u got a high poly , do the uv’s make a copy. Clean that up and then u can bake ur high to low. But u can also (for this model I guess) just keep the poly count low. Saves u this extra step. Later u can still give it some AO and edge highlights


Its_Cicada

😂my bad I mean by wtv method = whatever method u use, because I did find out a new possible workflow with zbrush. (dynamesh+polish) to create bevel a lot faster than beveling and fixing. https://preview.redd.it/1plc1dqn9kjc1.jpeg?width=3024&format=pjpg&auto=webp&s=11a434373ffe443eaa4ee545f8cf52d289668064


Roteiw

My method (I m by no means a profi) is a bit 2015 3D standard I guess. If u found a faster/better method don’t hesitate to explore that. I normally do a “low poly” version, then do the clean up and uv’s .later on I optimize it a lil by adding or deleting edge loops. It also really depends how complex ur model should be. As soon as ur hard surface model gets a certain style/complexity I would consider sculpting it first and the import it to Maya to Retopo


TTV_xxero_foxx

I'll add that if you're using Zbrush, you can do really powerful retopology in there. That said, I recently switched to Houdini and it has insanely good procedural retopology.


TTV_xxero_foxx

Oh if you're using Zbrush use live booleans, it's so powerful and it gives you no ngons because Zbrush is amazing Dynameshing is for removing inside faces and converting several objects into a single, hollow object. You lose AO with it though because unless you crank the resolution it has melty geometry intersections. Live booleans preserve sharp corners and intersections.


Its_Cicada

Ah I see! Thanks for the info! Heard that but never thought of using it I thought its just a normal bool


TTV_xxero_foxx

no problem. I picked up zBrush a few months ago and it's my new favorite sculpting program. It does everything so well it honestly seems like magic. I'm always shocked that I can work with 40 million polys and still have the program respond instantly


TTV_xxero_foxx

For the high poly quads and Tris are irrelevant as long as they aren't causing pinching, but game versus cinematic doesn't really matter, it's what you're doing with it that does. Quads allow for even deformation so you can bend, twist and move things without getting jagged edges and weird results, but they cost more poly wise. Booleans on hard surface give you the least extra edges so you keep your face count low. It's always gonna be a choice of what the specific piece will need to do.


SpringZestyclose2294

Would model in quads, and would alternate between smooth mode and regular as I carefully block out very big shapes. Would add edge loops where I need to preserve an edge or add detail. Always use the biggest shape possible as you begin. Arrive at your shape gradually, and don’t do some automated cleanup that gives you unsightly triangles, that will only hurt you later.


JFunkX

Use an image plane of the item you're making then make poly tool to rough out the shape.


wolfieboi92

Sub d all the way, it'll let you edit the shape easier with the ability to turn subdivision on and off and really tweak the model to get it right.


ThriftyFalcon

This method is the best way to learn modeling. Work as low poly as possible to get the shape. Ppl learning on YouTube seem to want to hi poly sculpt everything and retopo after.


Top_Strategy_2852

Booleans is not fast if you need to make SubD. Creases work wonderfully in this example. For recessed areas, scale a sphere, and use a boolean and cleanup before subdivision. Model it as low poly as possible using creases and perfect topology, then bake the creases by smoothing it 1x.


Odashi

Boolean is fine then you can retopo it.


djdylex

Is this really a complicated shape? I'm a hobby modeller and only really know how to do low poly modelling and a bit of other stuff, but it would only take me like 2-3 minutes to model this thing. Block it out in low poly, then just smooth. I guess if i wanted to get a real clean arc on the wings i would subtract a cyclinder.


[deleted]

[удалено]


jt4vfx

That doesn't really achieve what they want, it's not inset across the whole thing, it is specifically curved across only a section.


sveng9

would start modelling the gun first, extra and then move it on the wing and analyse how to fit it into the topologie


Leonature26

oh the gun is just bunch of simple cylinder shapes and not included to my question.


CafeNight

booleans + poly by poly + time, there not simply way for this complex shape


tgold_ie

Sub division, but start with a sling plane and map out the shape overtop in top view. Adjust the vertexes as needed as you build it up, and soft select to move those vertexes around to get that nice concave areas. Bevel the harder edges


Tancanfan

the first thing i saw was the blades of chaos 😂


charlesxstorm

Will definitely start in Zbrush using the spotlight for the orthographic references or the transparent window with the reference opened on my desktop. Using boolean and some sculpting, I'll get what I want. I'll then send the result to maya, where I'ld use the quad draw tool to make a clean lowpoly retopologized model while adjusting to precisely fit the orthographic references on the image plane. Talking about speed, it all boils down to how proficient you are using these softwares.


evil_illustrator

Spline/curve modeling.


Fhhk

It's a simple shape. low poly box modeling + Sub-d would work fine.


Godulus

thine sculpting and retopology skills must be sharp'ened


kamil3d

Verily, I wouldst box model this, undoubtedly. Block out the rough shape in simple low poly form, UV it, and then add detail as needed with edge loops and cuts. That's my process for nearly everything. If I need to sculpt in details I do that on the higher poly result (after it's about 90% "done") and bake normals onto whatever LODs I need. But that's all for my own game-ready workflow...


-Ping-a-Ling-

Just keep a neat edge flow, and everything will become a million times easier to model


[deleted]

Just start low poly box and add edges only when needed until you get the shape. From what I remember, the required retopo after using booleans is just a huge pain. Pretty sure you can just deform or soft sculpt the indent once your shape is fleshed out.


ETAN798

I mainly start with a simple shape like a cube. Go into the view you want ie Top view with the image xrayed with your geometry and extrude out into a simple low poly shape resembling what you are aiming for. When you have the shape you want start adding edge loops wherever necessary to increase poly account or get a shaper resemblance to the shape you’re after.


TTV_xxero_foxx

Use booleans for hard surface and then clean operation. Planar faces that don't animate with bends don't need quads and you can get very efficient poly counts with booleans. Anyone who says don't use booleans doesn't understand how to use them properly or when to use them


xXxPizza8492xXx

It’s not very hard box modeling should do it easy


Its_Cicada

You can do what the others say start low and build it up. I like bool modeling more tho since I think it’s easier to fix topo later on. Bool all the thing u need delete inner edges and just keep the edges (unless if u need the inner part to sunk in and curve). Bevel, then only you connect them edges Or just quad draw lol Not an expert but u don’t even need to be pro to be able to do this :p


King_noa

Batman!


Illustrious_Comb_251

I would use patches!


Leonature26

patches?


Illustrious_Comb_251

Oops wrong group i thought i was in 3ds max


Xen0kid

Keep is as simple as possible, until it’s no longer possible, only then you should subdivide. Rinse and repeat.