Pardon me if this is the wrong place to post this but i need help with (rigging?) this. here i try to move it but it get's distorted Here is a video to help you understand how it's suppose to function https://youtu.be/QRY53mvTTFM So not just up and right but also to the sides.
BI0H0G The shape look fine, but there some area that cause pinching, simply because you have some very dense support loops. just move them away from each other a little bit to relax the topology ( remove some if needed ) and it'll be fine
Ok, trying to make some louver floating geo, having major problems trying to figure out decent topology for making it not suck. I started with a sphere, which was obviously a bad move, but not really sure how else to approach it! Any ideas?! Many thanks
CastratedWeasel: You could start from a cylinder grab the top face then delete most of it to just be left with the top part then drag the edges down to create a oval then just make the indents as you normally would. Or just start with a plane and move some verts around.
@perna Indeed, the 3rd party script offers extended functionality, but I recently moved to max2016 and currently I don't have QuadChamfer installed. I only wanted to see the resulting wires of the middle/right shape (before meshsmoothing) or a max file with collapsed mesh.
If you want a 3D modeling noobies thoughts haha. Doesn't the move tool have settings specifically for world or object or component and the like? If it's set to world it'd go straight down but if its set to one of the others won't it follow the same path as the rest of the pillar?
The workplane is a portable coordinate system. Say you want to place new geo on the side of your mech. Select one of the polygons on that side, hit the hotkey to move the workplane there, and now Modo behaves as though the workplane is the default grid. All new geo automatically orients to it. It's like the temp grids in…
this is best way to make this grill start with plane with good angle http://i.imgur.com/7fcBxau.jpg connect to segments and make this (It is probably not 100% correct) but as an inspiration it's alright http://i.imgur.com/sF13WS1.jpg and dont forget to ffd 3x3x3 and move just middle points little bit forward
Yeah.. no. I this is a result of moving both rails rotating the one or the other sometimes both. I also tried playing with the banking inside the cloner. It just won't work, I even tried with different types of splines ( bezier etc...) Posting here was my last resort.
While you can cut the mesh into sections, variable widths makes it a lot more difficult. My question is if there is a way to model this mesh without manual adjustment of such things like the blue line below. You have to move the GREEN vertex back for a deeper cut but that misaligns the rest of your RED line topology in pic…