The name presents itself. I got a concept drawn out.
If you can imagine a chain-link fence to the right, with a street to the right of it, and another building wall to the left. Of course with some trash on the ground.
...May I ask what practical application using subdivisions here will have? None of the shapes are particularly interesting or requiring of it, why bother? It's pretty much all boxes and other primitives here, so it's not like you'll really get practice keeping things quads :S
Last edited by teh lag; July 27th, 2009 at 04:13 PM.
Many of the edges there could probably benefit from being hard though. Ok, maybe subdivs would make SOME spots look nicer but it's not being used very well to that effect.
Ex : no reason for there to be an in-between from the window frames to the windows, nor the ground to the wall.
all of the new kids using subdivision dont seem to understand the proper applications for it. you dont really make a subdivision model unless youre trying to make a professional looking scene thats going to be skinned and everything, or unless youre making a game asset. you really dont make it "just because." this scene would be better off low poly, and you should probably finish the scene in low poly before subdividing it.
Your backboard is huge, I was going to be all WTF?! but then I found a picture of one like that....
Do you have the supports and such on the back of it?... is your pole just straight there, or does it go up and curve?
Your whole scene is too clean modelwise too, rip a chunk out of that building, break a few windows.. put a small dent in the pole, make the hoop lopsided, put trash everywhere..... make the scene interesting.
E: add a net to that hoop haha.
Last edited by Llama Juice; July 27th, 2009 at 04:39 PM.
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