@ vergatom & EarthQuake: Thanks for the explanations. My head hurts. I went back and added the support edges that were suggested, but the result is that there is still a significant scrunching effect. I am at a loss here guys. I don't know what to do, I've literally tried every combination I can think of, even adding a…
Hi Per, haven't seen you around here for a while plus awesome might take up your offer, always willing too learn and I promise to not take the piss :) so duly bookmarked...oh and Happy New Year, by the way :) @annee your mesh is too low poly to support the cut, I'd advise adding more edge loops and segments.…
Hi all, noticed this slight pinching in default 3ds max viewport while doing my practice using the methods shown in this thread. I know its the perfectionist in me killing it, 3d programs like max and maya are not cad tools however just need some advice on this that should I just let it go or is there some other way on…
So I've been reluctant to post this as the last thing I want is to do is look stupid for missing a page where it's been already said, but I've searched and found nothing and I'm having real difficulty with this shape. I've tried a plethora of ways to do it including booleans which honestly was more work than help,…
Oo oo, i know this one @Dklang, first one definitely make a tileable texture. 2nd, quite possibly one of the most aggravating things ever. Off the top of my head I have 3 solutions; 1)go in and work the the topology itself, get the loop to travel back around the top of the surface rather than ever touching its side, or…
@99499 If the shoes are an important part of the character that the players will interact with and view up close then it probably makes sense to model them as separate objects and rig them to match the rest of the character. A lot will depend on what the shoes are supposed to do and what the rest of the workflow looks…
Hi guys. I've referenced this thread many times to help with modeling awkward shapes and topology. This isn't too odd, and probably wont bring a sweat out of the vets around here, But none the less, is an issue I'm stuck on. This is my 3rd project in max , Be gentle :) I've tried path deform, from using a path pull off the…
Hi Guys, I'm quite new to poly/sub-d modelling (and this forum for that matter) and i'm not really sure how to approach a little project i started the other day. Basically I want to model a plane from an old Clint Eastwood film called Firefox. The issue I'm having is how to transition from the angular 'chisel' like nose of…
I'm trying to model this chain in Blender and I can't find any good way to do it. It's mirrored both on the X and Z axis (Z is up in Blender) but flipped, so I can't use a standard mirror modifier. You can do it with an Array modifier but it's really funky, you can't reliably move points that are mirrored so it's a pain in…
@TeriyakiStyle IDK what you mean about actual subd, so here's a preview with 2xTS in isoline cause that's what ppl usually post on here. And a 2017 max file for good measure: http://skins.thanez.net/help/mverta-weird-topology.max What I mean about throwing GEO at it, is that you simply chamfered the corners and the beveled…