I spent some of yesterday going though this thread for advice as I don't usually do any hard surface sub-d modelling and must say its a pretty invaluable source for information. Heres something I did as a high poly which I will generate a normal map soon (asset to be thrown into Unreal 3 engine). The model is based on a…
Firstly don't try the whole thing. Break it up into fifths (72 degrees). The outside of the rim you could just start with a torus, make it kinda flat, then get the bevels happening. The center should also be easy; start with a 15-sided cylinder with 2 edge caps, then delete 4/5th of the faces around the center (only 3…
here's my demonstration, could gone with less polys, but the thing is, it's a very simple shape and has a very simple solution. Pay careful attention to where you want your support edges, where you need them. And try to fit you're polycount to that. Less is more, but this was Lazy.. doing artstation challenge.. fast. . 1.…
This is a handle to a pistol I've been working on tonight. In Maya, I can get a cylinder to twist with a nonlinear deformer, but getting that rounded cap attached, and having the opposite end open up into a rectangle, is a nightmare. The twist has 4 grooves, where 2 open up onto the left and right sides of the gun's body,…
May be in the wrong subforum here but I have a quick modeling question. For creating fabric that will be rigged and animated things like tabards strips of cloth etc would this be modeled using a single poly plane with divisions or as an object with additional geometry to give it some depth? Also would you model in the rips…
This is really simple to do without using your method (even though i find your method real good). Just make a simple cylinder with right amount of geo, inset, extrude and voila. i took a cylinder with 28 sides.. more than enough, but depends on how much detail you want. 1. cylinder, make the right size, use the right…
This is an interesting how u model dem shapes problem ive got here, probably more related to max's modifiers and the right way to approach this. I'm trying to conform ropes around this grapeshot. So far I've tried making a single cornerish piece and using symmetry and playing with ffd but it produces pretty ugly results.…
Zoli, looks like something isn't welded correctly on the edge. Select every vertice and apply Weld to fix this. To see other problems, find Ngons in your mesh and fix them if they cause problems. (In ribbon menu, there's selection tool that can select faces with more than 4 sides etc). On that edge in the last screenshot,…
Here's how I did it: (in blender though, should be similar to max) 1) Added a path and gave it that shape. Then I rotated it 45 degrees. I also set the thickness and roundness to whatever I liked. 2) Elevated the middle part. 3) Added an array modifier to get a long wire. 4) Added another array modifier to add more wires.…
The idea itself isn´t that bad, but the geometry isn´t good enough to hold the form of the holes.Therefore you get these weird lumpy holes. Like said many times before ADD MORE GEO :P I made an example which does it´s job: If you have max 2010(or higher) you can take a look at it directly:…