Hey guys, I wonder, how do I put shapes like circles and curved doorframes into wall without adding too many segments. Like this one, I want to avoid T-vertices, if possible.
Thank You very much SyncViewS, very helpful. (And top of that i can save it with one click. :) I could have sit here for ages to figure out using n-gons instead of circle splines. (:
A quick note, Maya 2015's shrinkwrap by default will made your circle shape lopsided unless you change the projection to Vertex Normal in the options for shrinkwrap. Works like a charm though, thanks for sharing that ZacD!
why not just start from a cylinder and work inwards? next time i start with a torus knot to model a cube o_O also there is a circle loop function, space loops might also help with certain tasks
Ok back on track, Bitmap, I seem to recall you doing a tutorial on making a hex-nut. If it wasn't you it certainly was someone using Modo. I'm making a hex nut now and am having troubles cutting the circle into the middle of a 6 sided hexagon. Should I start with the circle first and then harden 6 sides on the outside? ref…
So I'm working on an object using subdivision surface. Below is the model as it currently sits. Don't mind the unfilled caps and whatnot, they aren't the problem. Below are some pics of the topology. The first is the mesh without sudb. The one after is the mesh with subd. Now for the problem, which I'm almost completely…
pr1mus Typically I just lay a circle template on the face I want to have the hole in, delete the face itself, then bridge the outside of the template to the surrounding geometry. It works for most holes I need to punch into stuff. And voila:
okay, here's one for you guys. I'd love to see your approach as I'm stuck on how to model these extrusions on the grip of a tokarev. the lines, circle and star. Haven't been able to get anywhere near an ideal result.
This would be a good candidate for nurbs since those rounded edges are all so uniform and the circles are on a perpendicular axis to curvature of the rim. Still if you want a basic idea how to approach it I modeled porsche phone dials.
You are right. It is straight/flat(but is slightly angled). Did you use boolean to get that part? Or simply make the curved part and then the flat elevated part and bridged the gap? As it looks angled to the left in the circled picture. Thanks in advance.