I can't speak to how you would do this in blender, or the context of the shape (directly dictating the size/width of the edge). But here is how i would do it in max. If it helps at all :) Starting from where you did, I did the following: Delete all capping faces. Set working pivot (does blender have one?) to the middle…
i would make a cylinder of apropriate sides, then inset one top to the radius of the smaller one, extrude it, then select every second face of the cylinder and collapse them. then just move it so i get a slope.
For now the main cockpit frame is connected to the plane's body, that's why I have those extra edge loops. I was thinking about maybe extracting the frame faces so I don't need those extra loops.
I changed the flow a bit for that example (a by-product of me starting from scratch), but even if you take the original and just add more faces like that, it should go quite a ways towards not warping things (like so)
Add a STL Check modifier above the Editable Poly base, as well as a Edit Poly modifier above the STL Check -> rightlclick Edit Poly modifier -> "Collapse to". Should fix the problem and is easier than deleting and creating faces ;)
Spikey puts a vert in the center of a face and then cuts from it to every other vert. Basically it creates a triangle fan from the center of the poly. I don't think Max has an equivalent ... or if it does, I haven't found it yet.
Stupid question but how do you manually make pipes, bends(no splines or modifiers or whatever)? I'm sure I used to know a way where you could extrude and rotate the faces without distorting/reducing the pipe size.
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…
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…
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?