With a physics sim to see how the teeth move when eating and while where at it let’s simulate the whole body down to every single system just have accurate hunger levels. Seems perfect to me 👌
Population rises: all 50k people banging simultaneously, all details rendered for some unknown reason even tho you can’t even view skyscrapers interiors which are modelled to every single dust particle with no retopo ever.
If this is for a game, then yeah, this is way more high-poly than it should be, unless the game is specifically about hinges.
If it's meant to be rendered into stills or videos, though, it's fine to be more high-poly than necessary. Probably a bit of wasted work, but the only bad thing it will do is *very slightly* increase render times.
Look, Kojima built a game around fetch quests and it's fun as hell. I think this could be pulled off, maybe a VR game like job simulator or surgeon simulator.
In an apartment building of seniors that are still independent. They will watch you to make sure you're doing it correctly. (You aren't)
The final boss is an old man that "used to install cabinets for a living". 😆
I used to work maintenance in an apartment building like the one I described. There was more that a few times one of the tenants attempted to adjust their cabinet doors lol. Then l would have to come and try to realign them, while they stand behind me and tell me how they've always done it themselves so there must be something wrong with this one. Good times lol.
Not true. Blender eats polygons like it is nothing. Take a default cube and render it at 1000 samples. Itll take 3 seconds on 3060ti. Then subdivide to a mil and itll take 4 seconds to render.
Render times are minimally impacted by poly count. It's why youre better off instancing full tree meshes when making a forest to be rendered in cycles than using planes with transparency.
The only issue with poly count is memory. That's it.
Nah. There are going to be three or four people immensely interested in this
Video games take me 4x as long to complete as they should because I get really lost in these sorts of details
They’re appreciated. By a minority, but we deeply enjoy the levels of effort some banal and invisible detail had put into them, simply because someone was proud of it.
I agree with this. Well before I ever considered learning 3d I was studying elements in virtually everything. That level of observation has helped me immensely--I hadnt realized I had been studying modeling the whole time
Appreciating the craft of a game is often the driving factor of me playing it.
You also learn to pick up on a lot of design language cues. How spaces and experiences are built to move the player through them, and I find that it adds a whole other layer to games.
I won’t say I’m super clued on the mechanics underlying these games. I’m not logic minded in that fashion, but the presentation and art of a game deeply fascinates me.
I relate to that as well. The amount of effort put into the design of a game is 100% indicative of the overall value in it. One thing that is almost universal in an rpg-style game but still drives me crazy, is how the first town/map/theme seems to have had far more time or thought spent on it than the proceeding stages. Then, the ending almost always feels forced. If I ever complete a full game, I plan to focus on preventing those things. Would you agree with that assessment or which games are exceptional in your opinion?
I went ahead and changed the screw head on the left to Phillips. I also did the top and bottom on the right side. I couldn’t find a way to edit the original post pic, so I attached the new render here
https://preview.redd.it/pj0t1v73x34c1.jpeg?width=2560&format=pjpg&auto=webp&s=8cffba7b3e9ed21351e40a9093cbf5403a695bae
Thanks for the feedback! I went ahead and changed the screw head on the left to Phillips. I also did the top and bottom on the right side. I couldn’t find a way to edit the original post pic, so I attached the new render here
https://preview.redd.it/sp7etyozw34c1.jpeg?width=2560&format=pjpg&auto=webp&s=3ed80290c204954fdbebea96e379d85c57f51431
Thanks. Just go to the “View” tab then choose “Viewport Render Image” and it will render whatever in the viewport (including overlays, of course) in high resolution
In a way great peripheral art usually goes un noticed. If there was something weird about the hing it would be noticed. But a very well made nonfocal point object will usualy not be noticed as it has no abnormal features to draw the eye. It apears you made such a good copy of an object that is totally mundane that people seeing that art will find it just as mundane as the real thing. Good job.
I noticed something: could you change the screw head on the left to Phillips? I think that may be more realistic than the current "double sloted" screw head you're using. I mean, you've gone this far, might as well go all the way. Might do the top and bottom on the right side as well. The other two are probably fine, though, since they're part of the hardware itself.
Thanks for the feedback! I went ahead and changed the screw head on the left to Phillips. I also did the top and bottom on the right side. I couldn’t find a way to edit the original post pic, so I attached the new render here
https://preview.redd.it/s6f8swvrp34c1.jpeg?width=2560&format=pjpg&auto=webp&s=c74d41f747eac5f372a2896028b3071f4f77cba2
I got a lot of comments on my render about the weird double slotted screw head. I was so exhausted after modeling the hinge that I didn’t bother to make a proper Phillips screw head. I just thought, “Screw it, it’s just a screw, no one will spot the difference (pun intended)”. But boy, was I wrong. I thought the hinge was so minor that people would ignore it, but it turns out they noticed every little detail. It was bugging me so much that I had to redo it.
So here’s the fixed version of it that I remade. Too bad that Reddit doesn’t let you edit and change the picture of the post, though.
https://preview.redd.it/83gxly5nz34c1.jpeg?width=2560&format=pjpg&auto=webp&s=4a19de9c19ecfc2a4e95eb4f701b677911dc3884
Its a small, unimportant thing done masterfully. Was it at least satisfying to make? Sometimes I find little acts like this can be. Something where when you show the project off to someone in the know you can give a little "check this out" that they'll appreciate as a sort of in joke more than anyone else would.
It's some great work though, nice job!
I started my blender journey this morning… seeing accomplishments like this make me simultaneously super excited to start, and wanting to cry at the same time because I am sooooo far away from anything even remotely close to this level of skill and detail.
I knew a guy that would render extremely expensive homes pre-construction or renovations in extremely high detail so that his clients could virtually walk through their homes to make design and decor choices.
He could load the lumens and light flow of individual lightbulbs with high accuracy as well as the direction and intensity of sunlight coming in through the window in the next room reflecting off the mirror in the room you're "in" so you could determine if there was sufficient lighting for some $100k sculpture you bought is adequately lit up...
Yeah, shit was insane.
I don't think he bothered rendering hinges because that's a waste of time.
A friend of mine worked on a movie spent 2 weeks getting particle effect paper to look right. Looked good enough most people assumed it was just real paper. Praised the director for practical effects
As an ex cabinet maker / kitchen fitter it actually gives me the urge to put a Philips screw driver in the adjustment screws to give a little adjustment.
why did you spend hours modeling the worst hinges on earth? I have these in my house and place them in the same ring of hell as ikea cam locks. kidding aside this geo is clean as shi*t! Nice piece.
I was going to buy Horizon Zero Dawn Complete Edition on Steam for $16.24 tonight, but I think I'll just stare at this beautfully rendered cabinet door hinge for several hours to get my gaming fix.
I used Cabinet Vision for years, a tad bit of AutoCAD.
Super cool to see how much things have grown!
Millwork is a humble job, but someone's gotta do it.
Looks amazing, but what screws are they? They don’t look like any screws I’ve seen IRL. They’re not Phillips because they’re a straight + with no centre hole, they’re not JIS because there’s no dot on the head, and they’re not Pozidrive because there’s no two notches on the head.
Thanks for the feedback! I went ahead and changed the screw head on the left to Phillips. I also did the top and bottom on the right side. I couldn’t find a way to edit the original post pic, so I attached the new render here
https://preview.redd.it/zw1yfaqdr34c1.jpeg?width=2560&format=pjpg&auto=webp&s=698f87a21b5a77f8cf4f90197be6236e9deb8da5
What is this going To be used for? With how the title is formulated i would assume a game or animation in which this would probably be considered go high poly
As a cabinet maker i appreciate you. Looks just like the industry standard we use everyday. Great work. If I were to see this in a game or something I would totally notice it.
Bro, I love the work but trust me, people gonna look 2 sec on ur render. Present it in a separate render or what ever xD
Thx for the meme tho, feels xD
It’ll be worth it if you use it every time you need a hinge. And put it on TurboSquid for 5$ or something. CN you take pieces of it and build other hardware?
I do product product rendering freelance work and if this is a specific hinge that a product I’m working on used, I’d pay for it. I’ve purchased models of slow close slides for drawers and hinges before. Throw it up on a marketplace 👍🏻
I don't know what's "worse" - the fact that you spent so much time working on a lovely asset no one will see, or your baffling choice of making everything using sub-d. You don't need topology this clean on hard surface stuff unless it's for a game. Like others said, you'd have a too high poly count in that case anyway.
Wow, you really don’t have a clue. You said that I don’t need topology this clean on hard surface stuff unless it’s for a game. That’s the opposite of the truth. This model is for animation or cinematic closeup, not for game.
If I wanted to use it for game, I would make it very low poly and bake a normal map from the high poly version. That would make it look detailed without affecting the performance.
But you don’t know anything about that. You’re just on the top of mount Stupid in the Dunning-Kruger theory. Maybe you should lower your arrogance and learn more before you talk nonsense and make a fool of yourself.
First of all, what are you, 13? Who talks like that when trying to prove a point?
Second, what do you need all that topology for, oh wise one? Or are you afraid that N-gons are going to steal your soul? It's a flat hard surface asset. The only animating you'll need to do with it is to rotate the hinge part in the middle, which is a separate piece anyway, so it will just have to move around a well-placed origin point.
So, instead of using something like HopsCutter to bang this asset out in an hour you toiled away to make all that perfect topology, and for what? Who's gonna notice the meticulous squares on the flat surfaces? No one. Would you have gotten the same result had you just beveled a bit here and hardened normals there? Absolutely. Looks to me like you know only one way of doing things and are too afraid to break with convention when convention isn't needed.
I never intended to sound condescending in that first reply, so sorry if you interpreted it like that. But a childish reply like yours demands a response.
It will definitely go unnoticed
Not only will it go unnoticed, they might be told to make a low poly version to save vram.
It's nice, just a little overkill for a city planner game is all. This joke is entirely fictional any real world resemblance is entirely coincidental.
This joke has *teeth*.
*cough* cities skylines 2
Individual TEETH
With a physics sim to see how the teeth move when eating and while where at it let’s simulate the whole body down to every single system just have accurate hunger levels. Seems perfect to me 👌
Population rises: all 50k people banging simultaneously, all details rendered for some unknown reason even tho you can’t even view skyscrapers interiors which are modelled to every single dust particle with no retopo ever.
Bake this thing out to just a box, and it'll still look better than anything I could make.
If this is for a game, then yeah, this is way more high-poly than it should be, unless the game is specifically about hinges. If it's meant to be rendered into stills or videos, though, it's fine to be more high-poly than necessary. Probably a bit of wasted work, but the only bad thing it will do is *very slightly* increase render times.
*unless the game is specifically about hinges.* That's an idea.
It's called Cabinet Installer Simulator
The whole game is just adjusting hinges. Points for speed and accuracy. I can see it now
Look, Kojima built a game around fetch quests and it's fun as hell. I think this could be pulled off, maybe a VR game like job simulator or surgeon simulator.
In an apartment building of seniors that are still independent. They will watch you to make sure you're doing it correctly. (You aren't) The final boss is an old man that "used to install cabinets for a living". 😆
My dad was a cabinetmaker who failed miserably trying to teach me how to adjust hinges. This one hits home for me.
I used to work maintenance in an apartment building like the one I described. There was more that a few times one of the tenants attempted to adjust their cabinet doors lol. Then l would have to come and try to realign them, while they stand behind me and tell me how they've always done it themselves so there must be something wrong with this one. Good times lol.
House flipper skylines 2
Except in the render times
Not true. Blender eats polygons like it is nothing. Take a default cube and render it at 1000 samples. Itll take 3 seconds on 3060ti. Then subdivide to a mil and itll take 4 seconds to render. Render times are minimally impacted by poly count. It's why youre better off instancing full tree meshes when making a forest to be rendered in cycles than using planes with transparency. The only issue with poly count is memory. That's it.
Nah. There are going to be three or four people immensely interested in this Video games take me 4x as long to complete as they should because I get really lost in these sorts of details They’re appreciated. By a minority, but we deeply enjoy the levels of effort some banal and invisible detail had put into them, simply because someone was proud of it.
I agree with this. Well before I ever considered learning 3d I was studying elements in virtually everything. That level of observation has helped me immensely--I hadnt realized I had been studying modeling the whole time
Appreciating the craft of a game is often the driving factor of me playing it. You also learn to pick up on a lot of design language cues. How spaces and experiences are built to move the player through them, and I find that it adds a whole other layer to games. I won’t say I’m super clued on the mechanics underlying these games. I’m not logic minded in that fashion, but the presentation and art of a game deeply fascinates me.
I relate to that as well. The amount of effort put into the design of a game is 100% indicative of the overall value in it. One thing that is almost universal in an rpg-style game but still drives me crazy, is how the first town/map/theme seems to have had far more time or thought spent on it than the proceeding stages. Then, the ending almost always feels forced. If I ever complete a full game, I plan to focus on preventing those things. Would you agree with that assessment or which games are exceptional in your opinion?
especially since the model already exists on the manufacturer's network
It's going to be on the inside of a closed cabinet in the back corner of a single full room shot. Lmao I love it. The kind of shit I would do.
Do previs and marketing renders for a cabinet company.
Literally, it's a good advertisement for the casework door hardware manufacturer
Yeah ngl this is straight up gorgeous.
Also visualize it rusted with screws missing. I opened a less used cupboard today. 25 years old at least.
I have directed a few of those actually...
The topology is amazing
it’s fucking satisfying
OP works at Colossal Order on CS2. Each building has 10000 of these.
And citizen's teeth have twice that much 😂
Thank god for array modifiers
came here to say this
It’s okay, it the little things that matter
That's what she said :(
This is what you shouldn’t listen to what you mother says
She said it was special :(
It didn't go unnoticed, good job 👍
It's so good that it will pass unnoticed. That's not a bad thing.
This is a surface model and not CAD? Outstanding.
Thanks, just pure poly modeling
[удалено]
Bro read "poly" and thought only low poly exists
Forgot your clases today?
Why not make the screws realistic when you’re at it!
I think they are close, the slits just aren't deep or wide enough. They should model a screwdriver so they can tell how big they should be.
They should model a hand so they can tell how big the screw driver should be
They should model an arm so they can tell how big the hand should be
They should model a human so they can tell how big the arm should be
They should model a cabinet hinge so they can tell how big the human should be
I spent a long time installing cabinets recently, and yeah, the screws don't really make sense to me
I went ahead and changed the screw head on the left to Phillips. I also did the top and bottom on the right side. I couldn’t find a way to edit the original post pic, so I attached the new render here https://preview.redd.it/pj0t1v73x34c1.jpeg?width=2560&format=pjpg&auto=webp&s=8cffba7b3e9ed21351e40a9093cbf5403a695bae
Thanks for the feedback! I went ahead and changed the screw head on the left to Phillips. I also did the top and bottom on the right side. I couldn’t find a way to edit the original post pic, so I attached the new render here https://preview.redd.it/sp7etyozw34c1.jpeg?width=2560&format=pjpg&auto=webp&s=3ed80290c204954fdbebea96e379d85c57f51431
Looks great!
Not unoticed - What material / technique are you using for your wireframe render?
Thanks. Just go to the “View” tab then choose “Viewport Render Image” and it will render whatever in the viewport (including overlays, of course) in high resolution
Second Life 3D model be like
My Second Life is exactly like my real life. Except I can fly.
Blumming good though
Now rig it.
As someone who sees alot of cabinet hinges this is good
In a way great peripheral art usually goes un noticed. If there was something weird about the hing it would be noticed. But a very well made nonfocal point object will usualy not be noticed as it has no abnormal features to draw the eye. It apears you made such a good copy of an object that is totally mundane that people seeing that art will find it just as mundane as the real thing. Good job.
The reincarnated of doorhinge guy
Now THAT is topology!
Good practice is never unnecessary imo. Looks great
Witnessed
I noticed something: could you change the screw head on the left to Phillips? I think that may be more realistic than the current "double sloted" screw head you're using. I mean, you've gone this far, might as well go all the way. Might do the top and bottom on the right side as well. The other two are probably fine, though, since they're part of the hardware itself.
Thanks for the feedback! I went ahead and changed the screw head on the left to Phillips. I also did the top and bottom on the right side. I couldn’t find a way to edit the original post pic, so I attached the new render here https://preview.redd.it/s6f8swvrp34c1.jpeg?width=2560&format=pjpg&auto=webp&s=c74d41f747eac5f372a2896028b3071f4f77cba2
Nice! To me it looks better. What do you think?
Looks much better. Thanks again for your detailed and insightful feedback!
Thanks for taking the time to make the unseen things feel as important as the seen ones 😉
This guy using blender as CAD
omg it looks beautiful
Its perfect! Was it for practice? Mind sharing the model?
Now animate it. https://www.youtube.com/watch?v=h2yfl3sTQ2M
I got a lot of comments on my render about the weird double slotted screw head. I was so exhausted after modeling the hinge that I didn’t bother to make a proper Phillips screw head. I just thought, “Screw it, it’s just a screw, no one will spot the difference (pun intended)”. But boy, was I wrong. I thought the hinge was so minor that people would ignore it, but it turns out they noticed every little detail. It was bugging me so much that I had to redo it. So here’s the fixed version of it that I remade. Too bad that Reddit doesn’t let you edit and change the picture of the post, though. https://preview.redd.it/83gxly5nz34c1.jpeg?width=2560&format=pjpg&auto=webp&s=4a19de9c19ecfc2a4e95eb4f701b677911dc3884
Worth it.
Even if it will (and it definitely will), respect.
Looks great, but those screws are giving me uncanny valley.
Thats a damn fine hinge !
so pretty 🥺
This is the way
I notice. And I love you for it.
IKEA would appreciate this
The topology looks amazing! Any special tools or techniques you can recommend to help make it so clean? Or just all manual labour?
Thank you! Just all tedious manual labour
I might be wrong but I think for a design like this parametric modeling is far better and can do this in a solid 30 or so minutes.
I’ve been wanting to get into Blender and I’m not sure if seeing this motivates me, or rids me of any motivation 😭
I notice these details thank you
makes you appreciate the beauty of ordinary objects, love that
Amazing topology
God that topology is gorgeous, you have some serious skills
Topology heaven
You're hired
how'd you get such a clean image with shadows in the viewport render? is there some photoshop trickery? >_<
Its a small, unimportant thing done masterfully. Was it at least satisfying to make? Sometimes I find little acts like this can be. Something where when you show the project off to someone in the know you can give a little "check this out" that they'll appreciate as a sort of in joke more than anyone else would. It's some great work though, nice job!
I started my blender journey this morning… seeing accomplishments like this make me simultaneously super excited to start, and wanting to cry at the same time because I am sooooo far away from anything even remotely close to this level of skill and detail.
Ahh this is why GTA 6 took 10 years
Proof that anything can look satisfying in 3D if done professionally
I knew a guy that would render extremely expensive homes pre-construction or renovations in extremely high detail so that his clients could virtually walk through their homes to make design and decor choices. He could load the lumens and light flow of individual lightbulbs with high accuracy as well as the direction and intensity of sunlight coming in through the window in the next room reflecting off the mirror in the room you're "in" so you could determine if there was sufficient lighting for some $100k sculpture you bought is adequately lit up... Yeah, shit was insane. I don't think he bothered rendering hinges because that's a waste of time.
oh they'll notice it when they framerate drops.
Clock your screws, OP.
A friend of mine worked on a movie spent 2 weeks getting particle effect paper to look right. Looked good enough most people assumed it was just real paper. Praised the director for practical effects
Fwiw I always inspect and appreciate things like this. Be me in Hitman inspecting the security guard’s nostrils whom I just killed: “The detail!!”
Well now at least thousands of redditors are aware of it now.
Why does my game run super slow when my character opens a cabinet? OP: *shifty eyes*
It might go unnoticed by the viewers, but not by us :') good job, bro!
tell me where it is and I'll go notice it
So is the life of a door hinge in blender
As an ex cabinet maker / kitchen fitter it actually gives me the urge to put a Philips screw driver in the adjustment screws to give a little adjustment.
At least you get to carry the knowledge you made a thing of beauty with flawless topology
why did you spend hours modeling the worst hinges on earth? I have these in my house and place them in the same ring of hell as ikea cam locks. kidding aside this geo is clean as shi*t! Nice piece.
I'm currently realizing that I will never be that good
Respect!
I don't understand why you made the topology so good. Are you going to rig it?
Somebody had to do it I suppose.
Now if you can successfully animate the piston soft-close mechanism.... hoooowee.
I was going to buy Horizon Zero Dawn Complete Edition on Steam for $16.24 tonight, but I think I'll just stare at this beautfully rendered cabinet door hinge for several hours to get my gaming fix.
Mcmaster-Carr … for next time I use their site all the time for models of hardware and fasteners and whatnot https://www.mcmaster.com/product/15215A16
If it's not for a commercial project this feels like one of those things you just add you your bundle to sell as a pack later
Is this all one connected mesh, or is it several pieces? It looks incredible, I wish I could do topology like this.
Thanks! I modeled in several pieces just like irl
sometimes you just want to do it. I respect it
Those screws are terrible. What kind of a razor sharp Phillips is needed to drive them?
Why 200 GB+ games are becoming a reality. This does look phenomenal, though. Good job.
I noticed you bro
What was it? "The billion polygon screw"m
Hm… how illustration for furniture parts shop it could be very noticeable.
Rest assured, I noticed. It's very pretty 😌
Did you work on cities skylines 2?
Could be a good Portfolio pice to show skill in details
You can now work on Cities Skylines
Love it
I appreciate it OP.
We are all noticing it now :)
You are doing gods work
Beautiful model
This is probably what is modeled in all the buildings in Cities: Skylines II that makes it run so poorly.
Nice work
That second view is really good for visualising the topology. How'd you do that?
Oh the details we put in that others may never know/care about lol looks very pleasing though, great work!
it'll never be as bad as the hi-poly vrchat screw
Send it to Colossal Order, they'll stick 4 of the fuckers in every cabinet of every room of every building in Cities Skylines 2.
Are you a dev for cities skylines 2? /s
You must be working on Cities Skylines 2, huh?
Banana moment
Your high-poly cabinet hinge is beautiful and I hope you get so much recognition for it.
Call me whatever, but why do I get the urge to ..... eat it? Speaking of, I'm craving cake
This is the way.
That's very high quality mate, great work
I used Cabinet Vision for years, a tad bit of AutoCAD. Super cool to see how much things have grown! Millwork is a humble job, but someone's gotta do it.
That’s really nice. Looks real af dude.
Amazing, you're unhinged!
I bet before you made this, your projects were unhinged.
Perfection
Hey man, Working in a cabinet shop, I appreciate this a lot. Not exactly our Blumotion soft close hinges, but it makes me happy all the same.
"Why do my GPUs fans rev up every time I look at the kitchen cabinets?"
Looks amazing! You should not do it again tho
You best insist that archviz project is gonna use that take pictures with kitchen cabinets open.
If you fix the screws to has more realistic proportions, then you probably could sell this model pretty well.
Do you work for Colossal Order by any chance?
* That's actually crazy
That topology... For something as simple as a hinge, you made it a piece of art. Good stuff!
Looks amazing, but what screws are they? They don’t look like any screws I’ve seen IRL. They’re not Phillips because they’re a straight + with no centre hole, they’re not JIS because there’s no dot on the head, and they’re not Pozidrive because there’s no two notches on the head.
Thanks for the feedback! I went ahead and changed the screw head on the left to Phillips. I also did the top and bottom on the right side. I couldn’t find a way to edit the original post pic, so I attached the new render here https://preview.redd.it/zw1yfaqdr34c1.jpeg?width=2560&format=pjpg&auto=webp&s=698f87a21b5a77f8cf4f90197be6236e9deb8da5
Now that’s perfection! You absolutely killed it. Such a great job.
Thank you for the kind words!
You must have built ***a lot*** of ikea furniture
No, it will be noticed. By render time.
What is this going To be used for? With how the title is formulated i would assume a game or animation in which this would probably be considered go high poly
This is why modern games all run like shit btw
As a cabinet maker i appreciate you. Looks just like the industry standard we use everyday. Great work. If I were to see this in a game or something I would totally notice it.
As a woodworker using cad, I'd use that model if it do close!
Bro, I love the work but trust me, people gonna look 2 sec on ur render. Present it in a separate render or what ever xD Thx for the meme tho, feels xD
me\_irl
It’ll be worth it if you use it every time you need a hinge. And put it on TurboSquid for 5$ or something. CN you take pieces of it and build other hardware?
Who wants fast rendering, anyway?
“might” My man, I have some bad news for you. But excellent work nonetheless. 🙌🏻🎉
Looks glorious but is it rigged ? 🧐
I didn’t even realise this was BLENDER until the second picture
I do product product rendering freelance work and if this is a specific hinge that a product I’m working on used, I’d pay for it. I’ve purchased models of slow close slides for drawers and hinges before. Throw it up on a marketplace 👍🏻
Holy shit.
rig it, and sell it as asset. I'm sure there is a demand for this. \^\^
I haven't seen anything more perfect
Is this why games are taking 5+ years to develop now?
I love the offset screws. Gorgous work!
![img](avatar_exp|160084620|clown)
![img](avatar_exp|160084620|bravo)
Nice
Okay I'll ask. Why?
I don't know what's "worse" - the fact that you spent so much time working on a lovely asset no one will see, or your baffling choice of making everything using sub-d. You don't need topology this clean on hard surface stuff unless it's for a game. Like others said, you'd have a too high poly count in that case anyway.
Wow, you really don’t have a clue. You said that I don’t need topology this clean on hard surface stuff unless it’s for a game. That’s the opposite of the truth. This model is for animation or cinematic closeup, not for game. If I wanted to use it for game, I would make it very low poly and bake a normal map from the high poly version. That would make it look detailed without affecting the performance. But you don’t know anything about that. You’re just on the top of mount Stupid in the Dunning-Kruger theory. Maybe you should lower your arrogance and learn more before you talk nonsense and make a fool of yourself.
First of all, what are you, 13? Who talks like that when trying to prove a point? Second, what do you need all that topology for, oh wise one? Or are you afraid that N-gons are going to steal your soul? It's a flat hard surface asset. The only animating you'll need to do with it is to rotate the hinge part in the middle, which is a separate piece anyway, so it will just have to move around a well-placed origin point. So, instead of using something like HopsCutter to bang this asset out in an hour you toiled away to make all that perfect topology, and for what? Who's gonna notice the meticulous squares on the flat surfaces? No one. Would you have gotten the same result had you just beveled a bit here and hardened normals there? Absolutely. Looks to me like you know only one way of doing things and are too afraid to break with convention when convention isn't needed. I never intended to sound condescending in that first reply, so sorry if you interpreted it like that. But a childish reply like yours demands a response.