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…
There are various ways to do that, but they all consist in the end on model the mesh and then move it on place. The first consist in aligning the whole scene to the normal direction of a planar face in the model, in this case the one you have select will work fine. This will give you the ability to look at the like it was…
Add more loops on the cylinder, the one you have currently moves down quite far. Maybe even start with more segments on the cylinder. More loops everywhere really. Also try p-sub (Shift+Tab) instead of normal subdiv (tab), unless you already are.
Eric: Pressing the number key twice dosent take me out of edit poly. I have to actually move my mouse and click it to get out of it. Do you have to change something to make it work how you descriped? Pea: Remapping delete is the most important.
ANSWER: It wasn't all one polygroup. The model needs to be all one polygroup. ZBrush Question! Help please! Why do parts of the character's face not scale down (move or rotate too) when I attempt to scale the model down? The entire character is considered 1 Subtool.
Thanks for the quick reply. Regarding the handle, this is where I was when I made the first post. I stopped working on that and moved on to other parts in the meantime. This pistol doesn't have many photos of itself out there, so I'm making guesses at much of the finer detail with the wheel mechanisms.
@KarlP To control how tight your support loops are, you simply move them, it's as simple as that. In your exercise, it's useless to push back and forth the loops to "conform with the flow", since they reside on a totally flat surface and don't contribute to the shape; and your mesh doesn't have to be all quads :)
@bitinn that's funny that i immediately had a flashback to that thread before reading on. To me, that's still the best way: to have an edge loop to land on first. Or you could delete faces, extrude, bridge, then line up a new loop afterward. Or use a boolean and resolve geometry as needed afterward. In the first gif, I…
Thanks Metalliandy and 00Zero. I played around for a bit and found that moving/scaling points around returned the best results. Here's what I came up with for the welded areas. They are not an 'important' part, so I didn't think it was necessary to ZBrush them. They're just for the welded bars in this gurney.
hey, i was wondering if theres a workaround for this. Basically when I collapse two verts to create a support loop, it gets deformed and moving it out etc is inaccurate and leaves "dents" especially on deformed meshes. As you can see after i collapse it, it deformes and causes artifacts. Is there a cleaner way?