Hi there. I would recommend to work with 1/8 of the mesh. 1. Start with your basic shapes 2. Create seperate mesh that would act as boolean 3. Boolean 4. Rotate the mesh 45 degrees 5. delete 1/8 of the mesh 6. Clean up 7. Rotate back -45 degrees 8. Symmetri and voila. HERE IS THE 1/8th of the mesh cleaned
here's how i would do it. Took longer then i wanted, but i am sitting in school and I haven't done 3D in weeks. (stopped being a 3D artist, and doing something else in life). 1. build it in samll parts (breakdown "bigger" projects to smaller pieces and connect them) so much easier to handle 2. Boolean them together 3.…
this has been mentioned many times in the blog. I would advise you to go back a couple of pages and take a look. you will learn a lot. 1. the pieces you are building together, are separated 2. I have a 48-sided cylinder in this case, so my box can fit in between the segments. This will automatically act as a supporting…
In Maya I just take a cube and Bevel the edges with the Offset (Fraction if you're in 2015) set to the maximum value, and with Merge Vertex on. It's not 100% perfect, more like 95%, but good enough for modeling. Actually, here is some MEL I just quickly slapped together. 2015:polyCube -sx 1 -sy 1 -sz 1 -n…
I might be missing something but.. 1. No turbosmooth, all 1 smoothing group 2. No control edges, turbosmooth (2x) by smoothing groups, turbosmooth (2x) normal settings. 3. Control edges, all 1 smoothing group 4. Control edges, turbosmooth (2x) normal settings.
This is how i would do it. From top left to right and down . 1. Baseshape of where the fingers would go out 2. the back that would connect to it 3. fixed the finger shape 4. Meshes inside that i duplicated and scaled down to boolean 5. Union boolean the main shapes 6. Difference Boolean the holes 7A. Fixed topology 7B.…