Ghogiel said: Thank you guys, good suggestion.Actually I know how the bridge tool works (and will try it later) , but I just wanted any tool or specific method which could be able to target weld multiple vertices at once.
You can try to increase resolution of Lattice and then deform it: After I press R to rotate the lattice vertices, I press Z to rotate only along the Z-axis. Unfortunately, the ScreenCast Keys addon does not register those keystrokes.
Well, I haven't really attempted anything. I have kind of an idea of what I could try, but other than that I'm stumped. I'm thinking maybe attach these two objects, and weld some vertices together along the top?
I had to use the double array trick, it was the exact same technique I used before but took more time and avoided moving too many vertices at once, trying to keep the edge flow between arrays managable if that make sense.
Hi everybody. I need to make hole on this shape. The density of vertices is uneven which makes difficulties for making holes. I'm creating verticies by dividing polygons, but that makes artifacts. Is there any suggestion for this problem ? Do i need more topology, or this is enough?
I figured a way round about way of doing it. Rotated the face 45 degrees. Then had an edge loop a bit back, which I flattened(snapped) the vertices, forward, straight along the edges(non distorted edges), towards the rotated ones.
Hello everybody! I was trying to model this detail. This is what i did. I made the curvature by dragging vertices up and down, and of course it hasn't given an ideal result. Is there any other way to make this ? i tried NURBS but it wasn't even close to the shape.
Ahh, I just figure it out... The Shell modifier can make it faster. Make tubes connect outside. And remove all circle faces, then apply Shell. But I notice Shell make out unparallel edges. Then have fix to it with MakePlanar for selected vertices.
Interesting way of doing this, so you have two probooleans and one is for controlling the chamfer width. And now that I saw, turn to poly has one option to remove the mid edge vertices, quite a rookie mistake of mine not to read those options in this modifier.
Started from my favorite 40 sides Cyl Extruded it from the middle , and the rest is pretty self explanatory (Use of HBevel in Face mode, Box Bool, merge vertices) Of course this is not exactly the same shape but you can elaborate more complex ones...