Rocksteady & SubDivHero
I just started restoring a ’70s muscle car and ran into a snag with the cylinder heads. Got any 3D modeling tricks to keep the silhouette clean while still getting the details right?
Use a clean edge‑loop layout that follows the main silhouette first. Start with a low‑poly skeleton that has loops only along the major curves of the head, then add detail loops only where the geometry actually changes shape. Keep the silhouette edge loops intact and avoid adding loops that cut across the curve – that’ll blur the silhouette. For the tiny details, use a second pass of edge loops but keep them isolated from the silhouette edges so they don’t affect the overall shape. If you need more control, lock the silhouette vertices in place while you work on the interior geometry. Remember: the silhouette is the line that defines the car’s look; keep it clean, then let detail sit behind it.
You wanna keep that look sharp. First sketch the outer silhouette with just a few loops—one around the lip, one at the valve cover. Keep those loops tight and don't let them drift; lock them if the tool lets you. Then, with the car shape solid, start adding detail loops only where the geometry actually changes—think rocker covers, port edges. Don't cross the main silhouette with new loops; it will mess up the edge flow and make the model look sloppy. After the shape is solid, add the fine details like trim or small embossing in a separate pass so they stay behind the silhouette. Basically, lock the outline, build the bulk, then pop the details in. That way you keep the shape crisp and the mesh clean.
Nice recap. Now just run a quick check: slice the model at key sections and make sure the silhouette edges line up with the 2D reference. If any edge wiggles, re‑lock and tweak. Once the shape’s locked, throw in a UV unwrap and test the face counts—keep it under 3k for the heads if you want the final CAD import smooth. Happy modeling.
Sounds good. Grab a quick cut through the valve area, compare it to the reference, tighten up any stray loops, lock the silhouette again, then go ahead with the unwrap. Keep an eye on the vertex count—3k is tight, but it’ll make the import a lot smoother. Good luck, and don't forget to test a few sections while you’re at it.
Glad that helped. Just remember: if the vertex count bumps over 3k, slice the model again and trim non‑essential loops—every vertex counts. Once the unwrap’s done, bake a normal map and check for seam bleed on the valve area. That should keep the import clean. Good luck, and hit me up if you hit another snag.