AUSwarrior24, on 13 August 2014 - 06:14 PM, said:
Looks really good. Do you mind me asking how you got the panel effect on the top of the second pic?
The easy answer is "separate panels". It's a little more complex than that, to be fair.
I'm using 3DS Max and a technique I've seen referred to as the "double turbosmooth" technique. At the basic level at the bottom of the modifier stack, I'm manipulating a relatively low poly mesh that look like this:
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The sides I want curved together, like the outer corners of the hatch, are grouped together in smoothing groups. I've then got an instance of the Turbosmooth modifier set to two iterations and with "Separate Smoothing Groups" ticked. This ensures that the curving effect of the modifier is only applied to the surfaces I want it to, and keeps crisp edges in other places. This looks like this:
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Finally, there's another Turbosmooth modifier on the top of the stack, this one also with two iterations but
without "Separate Smoothing Groups" ticked. That takes the crisp edges and files them down a little, but because the mesh has already been subdivided twice, it keeps the curves relatively small. This gives the feeling of an edge to the panel, and results in the final mesh:
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There are two downsides to this technique. Firstly is the insanely high poly count you end up with. Without the Turbosmooths on, the head is so far 1214 triangles, but with the Turbosmooths on it makes for a whopping 310,784. Not exactly game suitable. Of course, I'm on planning to make local renders, so that's fine with me, and the increased detail is preferable. If I did want to make a game version, though, I could still use the original low-poly mesh (preserved faithfully at the bottom of the stack) with maybe a few extra subdivisions here and there and bake the normals of the high-poly version onto a texture sheet for the low-poly version.
The second issue is that it is tricky to unwrap a UV set for the high-poly version. You can unwrap the low-poly version and it will largely get passed the stack, but the Turbosmoothing distorts that in unwanted ways. Alternatively, you can unwrap the high-poly version, but as mentioned, that's a lot of triangles to manipulate. I tend to go for a middle group here: unwrap the low-poly version, then re-unwrap at high-poly to tweak anything that went weird.
Hope that was informative and useful!