Remember SubD does NOT required all quads, jut put ngon in there, you will enjoy it more. In max I'll just model the first mesh low cage mesh then slap in there a chamfer modifier + turbosmooth.
No offence, in my opinion i think this is waste of time. I won't even bother modeling these. If i want to save time and make a normal map out of these i just use PS and nDo2...
I love these animated gifs many of you are making, thank you they are fantastic. I don't want to start maya vs max but how are you guys getting on with Maya's new modelling tools?
How to model the cells of the Tron Light Cycle? I work with Modo 501 and Subdiv (TAB keyboard key) Thank you in advance to my saviors You will find my base mesh in the archive
You're going to get bad pinching until the indented bit in front of it is modelled in. The edge loops around that can run right into the front of the outer bit, and the inside can join onto the scalloped part.
Already broke his head himself. There is such a model I saw a video tutorial on how to do a similar topology, it looked something like this I get some nonsense if me make a corner like that
Im trying to model a fire hydrant, but i get some dents at the intersection when i do smooth preview. Any solutions please? Here's a better view I have attached the file
Let me paste an example from a recent 80lv article, I hope they won't mind (https://80.lv/articles/002mrs-004adk-modeling-a-revoler-high-low-poly-uvs-baking/).
@perna Are you sure you could have dove it cleanier? @Yamanote Nothing is impossible to poly model (unless it's something that can't exist in a 3d space), you just must find the correct approach.
Looks like you want to model this gun in one piece. But why? Look also exactly on the grip. Its not just one piece of geomety. This would make your life easier i think.