looks like he's importing illustrator paths and turning them into polygons. I'm pretty sure most major 3d packages can import paths from illustrator in one way or another. if you can't do that you can always create a guide that you can trace within your 3d package.
That's not a very effective method there, with so much detail required for it's bound to cause rounding problems. Easier to make tread sections and rotate them around the pivot of a tube which will act as the main tyre wall. Here's a tutorial...…
Hey there! I am struggling with this mesh! Is there any other way to optimize it?? I had a real pain trying to close polygons after making those circles and edges! Mesh is really dense in those areas so the task of reducing polys has been really hard! Any help is appreciated! Thanks in advance!
Uhm... I don't think that's the look the original concept is trying to achieve. The concept artist probably didn't have much time to spend making perfect curves. In your models, the polygon flow on the curves is just awkward. I'd say go for a perfectly clean curve, that's probably how this door frame would be done, anyway.
Make a NURBS Circle, make it fit the circular faces at the top of that cylinder thing of yours. Reconstruct those 3 rectangle shapes with CV/EP curves. Project those curves on the NURBS shape, trim away the "holes". You might need to rebuild the surface after that. Then when you are all set, Modify > Convert > NURBS to…
in modo you can use replicators. set your prototype(mesh to be copied) and point source(mesh to be copied on) then go geometry-->bake geometry cache to turn replicator meshes into polygons. ps. if you wanna see replicators as actual meshes and not boxes press 'O' then in drawing and controls tab check 'all' next to…
@guitarguy00 You can alter the geometry, but it's a bit involved. So you make your Sphere/Geosphere demonchild, and that's when you notice it: The pinch. You try to mitigate it by chamfering that edge, but you have little control before the pinch gets even worse. Time to evaluate what the problem is. These edges come from…
Hi all. I am modeling an MP7 and cannot figure out how to move on from this part on the magazine. It is the bottom part where another piece attaches on the lip. Unable to move on from here. I also tried doing a boolean and building off the new faces, but that looked very bad in terms of polygon flow. Any help is…
SubD is pretty reliant on polygon modeling tools, and last time I used Maya (5.5 I think? a couple of years ago) Max seemed to have some stronger poly-modeling features than Maya. Of course standard Max (except 2010 where it is integrated as "Graphite") benefits greatly from Polyboost for additional SubD tools.
Need some help in modeling. Doing a bottle, its with diamond shape, I did diamond shape and inner extrude each polygon. but when I apply HyperNurbs, it goes round shape, any idea how can U keep edges hard in diamond shape and where to add supporting edges to get diamond hard edges...? Thanks.