Hey guys once again ive encountered a problem which im struggling to fix. Im trying to cut the triangle shape socket around the eyes into the body (the half sphere shape)
Although after trying boolean, or attempting to cut the shape specifically with connecting and vertex placement it doesnt seem to give a nice clean finish when i attemp to sub-d it.
Im just hoping that someone has tips or a technique to cut these types of shapes into other shapes. Any help would be great! or even the possibility to show how to clean a booleaned cut object.
The desired effect im trying to gain is that the triangle shape will be a socket for the eye's so will be indented into the half sphere body.
Cheers.
Replies
note: u should align the horizontal lines to the triangular shape when ur cutting. also make sure vertex snap is turn on for accuracy.
Heres what ive got so far, reckon its pretty solid?
how is it you stop this from happening? in 3ds max this is.
Cheers again onion!
Reading up about implementing peices across engines and easy work in max, the grid is a key factor, im wondering how, as items arent always 256*256 or so on, how this works.
Are movements based on mainly doing 4*2, etc or can you say, do 256 + 128. My maths is pretty shoddy to say the least, but the grid system really throws my mind when trying to consider the placement and size of objects as nothing is perfectly sized with another.
Ive searched about but nothing really points out the methods or being able to place objects yet still abide by the laws of the grid system.
http://udn.epicgames.com/Two/WorkflowAndModularity.html