Because everyone wants to cut holes in cylinders. Some concepts: * You want to work with the geometry, not fight against it, so choose an appropriate amount of faces for the base cylinder * You generally want at least 1 edge loop between each cutout, so 2 faces - if you need tight spacing you can sometimes get away with 1…
Hi! I'm trying to model this detail: its a cylinder like shape that transitions to flat surface. I tried few approaches, the best one was to create cylinder, cut 3/4 of it and then extrude the side as flat faces. That works great up until when I need to make the flat corner transition: I tried adding a lot more topology in…
step 1. Create a Box (turn into edit poly) step 2. Copy the box and put a TS on it with 2 iterations. Than an Spherify Modifier step 3. Move them to the center, and make sure that the Sphere is scaled up bigger than the box. step 4. Choose the sphere and go proboolean, choose intersection and pick the box. step 5. Clean…
Just wanted to contribute to the thread and also see if I can get some crits :) What I did to get this cello body is as follows: 1. model the body 2. model the hole as a poly strip and move the vertices onto the body surface using surface snapping 3. refine the body with one level of subdivision applied and delete the…
ok first up, you dont need to model all the holes. Only do one and duplicate it all the way down because the model is repetative. 1: Make the diagonal cuts shown by the red lines 2: Chamfer the Blue vertice to make your cylinder 3: You should end up with something looking like the green line 4: Remove the red lines with…
@Liam_CH looking at your ref quickly I cam see you need no more than 4 spans across the width and 7 down the length to block that form out. Use as little geo as is necessary and only add geo when you can't get the forms with the geo you have. A classic beginner mistake in both modeling and sculpting is to add way too much…
@perna : https://www.google.sk/search?q=alligator+armored+car+front+light&tbm=isch&tbo=u&source=univ&sa=X&ved=0ahUKEwiHtJ3XxsnVAhWDA5oKHbzWBxcQsAQIJg&biw=1536&bih=759#imgrc=M9rYi4IWdjoefM: Going for that front lights part. At first I wanted to use more sided cylinder and not subdivisions, as rest of the model doesnt need…
Hey im trying to get this base shape (circled blue) layer out but im not sure if im going about it in the right way. Something about what I currently have isnt right, there isnt a smooth transition between the large circle and the smaller circle. Perhaps instead of trying to make the circles, i should try modeling…
Actually downloaded bitmaps file and checked it with meshsmooth up to 4 iterations and the join was noticeably imperfect from a reasonable distance. If this object is a very small proportion of the scene/mesh/texture space then I understand and agree completely that it's unimportant yet the concern was raised on the other…
Easy way to get a perfect fit (Maya): 1 - Select the edge loop of your "port". 2 - Go to Modify > Convert > Polygon Edges to Curve 3 - Create your tube CV and snap to the middle of your "port" curve. 4 - Select the "port" curve THEN the tube CV. 5 - Go to Surfaces > Extrude. 6 - Dance. (Very Important) EXTRA: If you are…