@Minjae_Jeong It would really help to know whether some or all of these faces are flat, or if there are any curves involved here. Is this on a cylinder? Do a little unzoomie for me.
planarity is a new concept for me but while checking the support loops... i realised this deleting the two faces solved the problem. but i guess 8 edges were not enough for the hole, i had to increased the subdiv iteration from 2 to 3.
this is my formula... Count the amount of faces around the mesh where you want to create a hole is. and add 4 to it.. so 4 sided faces, needs 8 sided cylinder.. 12 sided faces need 16.. 14 sided faces need 18 sided cylinder 20 pieces needs 24 sided cylinder =)
I guess any grid, elevated with for example a heightmap, splitted by faces, scaled by individual faces, extruded and maybe merged will do.. Blender even does have a paper model exporter.. which may be a bad idea for this kind of model...
Hi guys, How do you scale the faces every face on its own place? locally in Maya? I tried everything but none of the methods is working! I wanted to do it simultaneously to have same scale value on all faces. Thanks
I often work with concept artists that start with 3D as a base. They push, pull, drag and deform their blockout meshes like crazy. I want to use these meshes, but they have a metric ton of these shapes. My solution: Use a script that can set a face to be planar from a whole selection of faces. Bind this to a key you can…
Sideview, cut faces tool and remove the faces where the flat area will be, select faces and extrude with an offset to get a control edge on the outside, then extrude to center to the inner control edge. Surely there's a similar way in Max. Edit: For a more Zbrush friendly experience, in quads. Mostly.