SG means smoothing groups. It refers to the "Parameters > Surface Parameters > Separate Smoothing Groups" options on the Meshsmooth modifier. Create a box. Select two side by side faces. Clear the existing SG and set them to the same number (IE: 30). Apply meshsmooth with Separate Smoothing Groups checked. Observe result.…
4 quick steps: A. Make 6 sided cylinder B. Bevel/inset Top/Bottom faces C. Select and Bevel 6 edge loops(at once, of course) D Loop slice, with 2 symmetric loops And another one for fun, turn a cylinder into a hexagon. A. Create 18 sided cylinder with 3 segments, scale to desired proportions B. Select every other third…
@BladeSharpe Just a quick mention I forgot to add in my post above. So when required if moving selected loop cuts during the course of manually editing a mesh and object faces are explicitly non conformed too a given axis plus also importantly, to maintain uniform edge spacing, I'd also utilised Blender's - special menu…
Allright, i've changed the topology following your pictures, its better but not perfect (i'm still getting things like this http://i.imgur.com/C1E88kH.jpg ). Also something else I can't figure out is this face glitching out when I turbosmooth the model : http://i.imgur.com/3JIvuQ8.jpg I've got no flipped faces and no…
Start with lots of geo and break it down into a single segment. Steps I did. 1) Start with 64 sided cylinder because it looks like the shape has 8 of those little rounded hole things. 8 divided by 64 is 8, so it makes it easy. If you want to make more or less, just adjust accordingly. 2) Rip off 8 faces. It will be easier…
you could do a couple of things. 1. select all the faces and right click sayinh "smooth shading". if that does not help 2. use a subd modifier on the top. If thats something you want to avoid 3. Weighted Normal modifier.
Sometimes you get really strange artifacts on NURBS/Sub-D if you apply a material too them in separate sections. If you were poly modeling I would say a reversed face normal... but I'm not that experienced with Sub-D's
I'm having an issue related to hi-poly modeling. In Maya. Whenever I boolean a piece of geometry, I almost always get weird face deletions at the corners of the mesh. Here is an example of where they most likely happen: Just me?
ya but do i use booleans to create these holes or just do one layer the normal way? and see examples above, so many details, are they created as a same mesh or do i do each face seperatly then connect them?
After you have insetted, extruded and scale your model to you liking you may rotate it 45 degree in the viewport and switching to orthogrphic view and then have a look into the bisect tool.. after pinning all UVs a simple edge selection and mkae face (with thr F2 addon) will also add correspondending UVs.. now this…