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Creating a smooth-edged deboss area without making an inset first?

lastsky
polycounter lvl 4
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lastsky polycounter lvl 4
I modeled the red versions on the left using inset and chamfer in max, but I can't figure out how the blue one on the right made the deboss area without any apparent inset lines. Also, I found out that the blue one recession could have more rounded corners because they aren't limited by any inset lines.

Outside of complicating things with a boolean subtraction, is there an easy way to achieve the blue version's result simply?

Thank you!




Replies

  • dimwalker
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    dimwalker polycounter lvl 17
    Remove corner connections created by inset and you should have the same thing, but it will probably give you problems down the line.
  • iam717
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    iam717 sublime tool
    Yeah, like if you do a test and make it an edit mesh out of the blue result, might turn up the issues mentioned above.

    I'd do what Frankpolygon has been saying & go to the lowest, cut out the area i need and punch the stuff in & work back up.
    Hopefully NOT having to re-edit or cut anything out, even building the space above in blue 1ST work around that & then build the solid object?

  • okidoki
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    okidoki greentooth
    Maybe it's easier to make this inset first and "repair" this later... also depending on the tool.. here in blender: 


    I start with the partly chamfered cuboid (like asked in the other thread).. So because the top and bottom are n-gons a loop/ring select (i always mix the names for the directions up :sweat_smile: ) a subdivide edges  will only select "over the corner".. dito when doing this again. Now there is an edge selection which can be beveled to get some "depth"; with some extrude in place and scale along XY only (in blender Y is up) there is the beginning of the interesting part. Some repairing with selecting the unwanted subdivs.. and -> delete -> edge loops.. we have "lost" the "closing faces" and so "simply" select the non -manifold edges and add some new face as n-gon (in blender just F for face.. from vertex/edges) then selecting the four corner edges of the "part of interest" and bevel it and again do a bevel for the outer edge..

      
    Of course this now is "in the middle" and it has to be moved to the bottom... and no smooth shading here.

    Again: "simply" using inset and afterwards do some repair/rebuild of the n-gon might be easier :tongue:

    Thank you for this opportunity to practice some small workflow. :kissing_wink:

  • lastsky
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    lastsky polycounter lvl 4
    Thank you all for the various methods. I think there is simply no way to do it without inset, and deleting the lines afterwards will cause issues--so having 2 extra lines shouldn't be a problem.
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