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…
I don't think it's supposed to be just hard surface models in this thread. It's just that most of the difficult modeling issues are how to make that kind of mesh. here's a page from the wiki you might find useful: https://polycount.com/discussion/80005/face-topology-breakdown-guide/p1
I figured a way round about way of doing it. Rotated the face 45 degrees. Then had an edge loop a bit back, which I flattened(snapped) the vertices, forward, straight along the edges(non distorted edges), towards the rotated ones.
Hello, I'm new to this forum and have been practicing low poly 3D modelling for a few months. I started to study hard surface modelling just a few weeks ago and I have been encountering an issue with a curved face with a sharp edge in on the top,bottom or between its face..My problem here is I keep getting seam lines or…
Ahh, I just figure it out... The Shell modifier can make it faster. Make tubes connect outside. And remove all circle faces, then apply Shell. But I notice Shell make out unparallel edges. Then have fix to it with MakePlanar for selected vertices.
CastratedWeasel: You could start from a cylinder grab the top face then delete most of it to just be left with the top part then drag the edges down to create a oval then just make the indents as you normally would. Or just start with a plane and move some verts around.
For the iron man, try modelling the face flat and using bend modifier on top of the turbo smooth, if that makes sense. and some of the areas circled have seams on all sides, so there really shouldn't be a problem. And as for the hair, why not have each lock of hair as a separate object?
Start with a quadsphere bro. Max unfortunately does not have it as a standard primitive so you have to make it by starting with a 6 faced cube then add these modifiers: meshsmooth spheriphy meshsmooth spheriphy make sure to top it off with no less than two Edit Poly modifiers to be sure though.
Hello everyone! I faced with may be a trivial case, but solution is not obvious to me. I see only 2 ways to deal with such an angle. First: But here I have the quad which has a shape of triangle. Is it ok? Second: And here I have a star that shouldn't be there. Is there any other method to solve this kind of angle?
Hey, there's some objects that I'd like to know how you usually model it? Sometime creating such sub-d objects not rely in making evenly-sharp hardedge but also transition between surfaces and the way buildup base one. 1. A vase with triangular top face, circular middle section, and square bottom face. 2. A shape transform…