I eyball everytime, no formulas. Also, for the helmet thing, you need as much detail as you need. It's somewhat tautological but basically if the geo you're using is not enough to represent the shape, it means you need more geo. Shape is king, optimization while important must never come at the expense of the final shape.…
Hey guys, I need help yet again. I am always having problems with curved surfaced having other stuff extruded out. I know mostly the problem is MOAR GEO, I already added more geometry but I still can't figure out how to model that nice and clean and I need help! I want to model this are of my current steyr aug model: This…
Hello All, I am having issues with the shape bellow, I think it maybe more of an edge flow issue or I am lacking some sort of basic understanding. In this model when I smooth it, I need the lines circled in with "A" to stay straight giving me that Z like swoosh. When I put extra edges on the side however it either cause…
A couple things with the screw. Image below: 1) It seems like your fencing is asymmetrical. See red lines. Just model 1/2 or even 1/4 of the screw, duplicate and mirror geometry to avoid overcomplicating it 2) N-gons tend to cause shading errors, and you had one. Though this seems like it can be avoided by doing #1 3)…
Now I hope this specific case was not covered before, I've made a decent effort at reading this thread and looking up pictures from the archive that was ripped recently and I didn't see anything quite like it. I am working on this screw here: And yes, the difficult part is where I have this 4 verts triangle joining the…
Theory is all nice and dandy. But sometimes a practical demonstration is necessary for it to *click* when it comes to slightly more complex shapes then your two examples, especialy for us folks who haven't yet modelled a plethora of different things. So i don't think this thread is going away anytime soon even when it all…
new to maya - modelling a pine cone hi everyone. i switch to maya and its very hard for me to rethink my modelling process. i came from blender and here we have for this kind of stuff a radial array. just place an empty - rotate, scale and translate it and the instances are getting the shape you want. everything very…
@UhhNope It depends on which critical part is going to constrain the surrounding geometry but the basic principle is the same: match the edge segments of the intersecting geometry. If that's not possible (because of some geometry restriction) then the next best thing is to either spread the error out over a wide area or…
Hello again I got a new question about the modeling of trims and tiles... so when it comes to crash elements of the asset how does it is approached, do you use Booleans and make the new topology, like me in the 1st image? or you just crash the elements? the problem is that when I'm going to made the uvs these make…
Ok I opened the file but is there a reason why everything is triangulated? Or if that's the original topology then just start over because dayum, that's bad. Are you sure the surface is perfectly flat? If you have correctly placed edge-loops on either side of the edge then you shouldn't be getting that error. As for the…