I can't speak to how you would do this in blender, or the context of the shape (directly dictating the size/width of the edge). But here is how i would do it in max. If it helps at all :) Starting from where you did, I did the following: Delete all capping faces. Set working pivot (does blender have one?) to the middle…
i would make a cylinder of apropriate sides, then inset one top to the radius of the smaller one, extrude it, then select every second face of the cylinder and collapse them. then just move it so i get a slope.
Yes, I thihk it was normals problem. I did fix it. EverytimeI extrued I get the vertex normals in wrong direction so I have to give it "Set to Face" command, is there anywayto fix it permanently?
I wonder whether this might be fixed by introducing some weighted normals now since your topology is only carrying you so far without subdividing the crap out of it. Try Angle and Face weighted.
nope, the way quadchamfer works you will always need some sort of clean topology with enough support structure to guide the chamfers. i guess what you are looking for would be more of the face inset script
Hey guys, I wonder if there is another way of modeling this. Right now there are also inner faces on those sides, but I wonder if I could make topology better. Its a bit of a tricky part for me.
Just use ngons on the flat parts of the knife and then simplify the profile of the blades edge. Ngons on flat faces doesn't matter as it won't be seen anyway and it doesn't look like you'll do any sculpting on the knife.
Hello everyone, I'm having a problem with bevel command in the Maya. When I try to apply the command, it creates the bevel with irregular face normals. The screenshot is below, does anyone know how to fix it? Thank you.
@DeathstrokeFTW To avoid the collapsing corners, I do as this: Instead of insetting all the way, I make a very small inset (or one with 0 as value), select the corner edges, scale them uniformily, and then scale the entire face.
I just find it useless to have model with lets say 16 faces if you can have 4. I know I am speaking of low numbers, but imagine a complex scene. Every vertex matters.