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#1 (permalink) |
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New Member
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Xbox
I am modeling a Xbox and was wondering if any one had a suggestion on how to go about doing the holes on the side and in front of the hard drive, for example:
![]() I was messing around and created a bunch of cylinders and tried to boolean them in but it didn't work out. so I thought I would see if any one might have an idea for me. This is what I have so far: thanks.
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Damiano Sanders |
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#2 (permalink) |
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Frequenter
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model them as hovering geometry in the high poly for the AO and normal, and texture just texture them in the low poly.
modeling the the holes, making a contiguous mesh would be overkill imo. It'd be a looping nightmare, esp with the angle of the side being what it is... If you were to opt of modelling it over sanity, stay away from boolean subtractions, it'll mess everything up with regards to poly flow... start of wish a bridging cylinders with edge loops around each... something like: ![]() hovering geometry would acheive the same, so as long as, smoothing doesn't conflict: ![]() |
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| The Following User Says Thank You to cnflkt For This Useful Post: |
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#5 (permalink) |
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Senior Member
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If you're just needing a normal map, I think it would be faster to just use photoshop to create the pattern and run it through a normalmap filter (nvidia or xnormal's).
If you do need it modeled for the sake of a highpoly presentation (or non-realtime use), it shouldn't be too hard or time consuming to model (though I let loose my sanity some time ago). Just select every other vert (simple enough depending on the program you're using), duplicate, scale as needed, delete them, and then subdivide. As a bonus, you could save/export this step so that such holes are even faster to set up in future models. Add some thickness and a bevel, and voila~ ![]() Once you have that, the final concave shape for the 360 is just a lattice away. |
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| The Following User Says Thank You to Cryrid For This Useful Post: |
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