@Octavio I didn't. I made the same shape you did, except I didn't squish the large oval, meaning my cone didn't get squished on one side, meaning my cone had planar faces while yours didn't. I did that only to show you that both of them would meshsmooth nicely, and that you didn't do anything wrong. Also, the shape you're…
@ned_poreyra Nothing wrong with testing different workflows but it's important to focus on the results and evaluate whether or not a given strategy justifies the time spent. Work through each modeling strategy and pick the one that produces the best results for the least amount of time and effort spent. Here's a few more…
@Octavio Sorry I took a while, but here's my two cents. I checked out your model and I can't find any fault with it, it's working as intended, and you didn't do anything wrong. The shading you see happens because when you scaled that smol oval into the big oval, you also squished it. When you squish a circle like that, you…
@Rolf It looks like the basic shape of the hull was derived from a subdivision model but the faceting in the view port, the lack of support loops in the wire frames, the trim sheet decal geometry around the rivet lines and the sharp shading in the rendered image all suggest the final model is just regular poly modeling…
Nice break down. Couple things: 1. That orange highlighter look is baller. Totally going to steal that :D 2. If you wanted more geo on your LP than your version of the cage has atm, how would you go about adding that back in? Would you recreate the entire length of the optic housing? It's not difficult. In my mind though,…
You can use tricks and hacks and stuff to end up at the same result, on a simple box that is. However, when you start getting into more complex shapes, and more importantly CURVES, it becomes essential to use proper sub-d. Getting a beveled edges on planar surfaces isn't the only reason to use sub-d. In addition to that,…
what i need is to get rid of the tri there because it's causing problems, so what i tried was cutting from the edge and looping that cut somewhere so that it would be quaded up, but it still gave me a weird result. basically what i need is to figure out how to get rid of that nasty tri there so that i may be able to define…
@BladeSharpe looks like you're almost there. Exspanding upon zachagreg's well thought out examples that really is a key aspect to think about or in other words pre-planning prior to modeling anything, will mostly mitigate potential problems from occurring, any how a few additional points to keep in mind: 1. Where possible…
I wanted to push myself and so made this challenge for myself and to share with others: First paragraph is my own challenge. The second bit should be super easy but may present a good beginner's challenge. Now I can do the geometry, a bit of touch up, and get it shading just fine. But I want to do it procedurally and…
Great to see all of the community input on different approaches for the modeling operations. @abronee Have to agree with @ZacD: The primary issue here is figuring out the basic shapes that the designer used to generate the overall form. Gathering some additional references [Turn around images.] should make it easier to see…