Two ways I see you could make that. The first is to create a polyshere and block out the shape, once it's done add subdivision based on smoothing groups and then just cut the circles in. The other way would be to create a base mesh, subdivide it until it's quite dense and then retopologize over the surface with a new mesh.…
You'd think by now someone would have created a "ropes" script to do this exact thing. I had to create some wrapped ropes on a project last week, and the only solution I found was to splines + optionally paint splines on surface + adjust everything by hand. Knots in particular, you'd think there would at least be a script…
Hello, I'm trying to model an object that has a corner whose bevel edge loops run along a smooth curve. * The bevels in the corner need 3 spans to hold * (&3) The fencing has created an unwanted sharp edge. I have tried to slide the edges apart, but it distorts the bevel. How can I hold the corner at #1 but diffuse the…
It's just a matter of selecting every other edge and bevel. Just create a cylinder with enough segment and you should be good. No need to overhtink things.