@Veer_P An interesting shape, they're typically fiddly to model in polygonal subd that are usually fabricated using an extruded die cast mould' and also CAD designed, hence indeed a challenge so my approach would be as if modeling a car body shell of some sort with a Shrinkwrap Modifier. Because there's a similarity in…
dunno if this is what you meant, but here's a quick hacky model job 15 min or so in max. basically started with a box and divided it then extruded out the nubs that made the groove... and then extruded out the side thing ... added some supporting edges and set edge flow on the places that weren't supposed to be hard…
Doing more thorough testing leads me to think this is vertex order related. I tested a cube, it looked fine. Then I added a little steeple, and again it looked good. When I started extruding more complicated surfaces off of the mesh the shading errors came back. The larger mesh on the left was made by extruding pieces off…
Normally you'd go back to object mode or have a face selection to do the mirroring. If you're still in an extrude, it's trying to mirror the faces you had selected for the extrude (even though they're not visually selected). And failing in fun ways now that I'm playing with it. The control box not popping sounds like a bug…
Extrude a poly plane to make your roadways. After than, extrude edges outwards to make the rest of the terrain. Make cuts where you want more details or stuff that isnt flat, like holes. Then use paint deformation or soft selection to get the hills or slope of the area. Use alphas in your materials to blend between dirt…
Here might be another way to animate it. Using teo curves and extrude, but using only partial length and animating the max value of the subCurve. In this example I've also animated the rotation on the extrude and the scale of the profile curve. It's a bit twitchy because of the adaptive tesselation.…
Ok.Thanks for the info. When I'm modelling the mountain, I use a plain then extrude around to make the shape. What process would you suggest I take when I'm modelling the mountain. If I add the texture first and then extrude, the pattern would repeat. What do you think?
Ok, I've knocked this us, I hope it can help a little. The body can be considered to be built in sections, that all flow into each other. No parts don't flow! You built the arm by extruding out from the body, but you want to extrude a shoulder out, then an arm DOWN from that.
Sorry took me a second to answer properly as i don't have modo in front of me. You should be able to do this using a little script called extrude along edge path. Let me know what you think. http://www.indigosm.com/modoscripts.htm [ame=" https://www.youtube.com/watch?v=rK0OsW-WL_s"]Seneca's Extrude Path script for modo -…
As far as that negative extrude on that scope's front is concerned. i think if you beveled that in instead of extruding, it would have gotten better results through the normal map imo. Polycounters, correct me if im wrong :) http://wiki.polycount.net/Normal_Map…