Easy way to get a perfect fit (Maya): 1 - Select the edge loop of your "port". 2 - Go to Modify > Convert > Polygon Edges to Curve 3 - Create your tube CV and snap to the middle of your "port" curve. 4 - Select the "port" curve THEN the tube CV. 5 - Go to Surfaces > Extrude. 6 - Dance. (Very Important) EXTRA: If you are…
In Max you can use create in subobject mode "poly" to click the verts to make a new poly, or you can select X + Y edges where each is a contiguous strip that doesn't touch the other and use "bridge" to fill the gap with polygons, or in subobject mode "border" you can select a border and use cap to fill it with polies.…
i would make a cylinder of apropriate sides, then inset one top to the radius of the smaller one, extrude it, then select every second face of the cylinder and collapse them. then just move it so i get a slope.
@Snakedoctor: You could use your approach, just make a small cylinder, go into polygon mode , select extrude along path(pick helix), set iterations to a reasonable amount and you are ready to go.
@DeathstrokeFTW This is a circular pattern, so decide an amount of segments you want on branches and base that will match up nicely. I started with 8sided base cuz I want 4 branches. 4 branches with 4 sides each will match up nicely with 8sided base. One (red) of them unique, the rest instances. 4 new branches with 4…
@LostPigMessenge Pinching is mainly derived from an extreme diagonal low poly face transition between circular support and rectangular boundary edges once subdiv was applied. Now in my opinion a quadified sphere is the most optimal object to use in this type of situation so you were actually on the right track too begin…
@perandall not sure what exactly your question is but I suppose you're talking about pinching artifacts caused by uneven spaced loops ? If so enable loop tools addon under blender preference > select the row of edges you wanna space like this > loop tools > space. You can also add an extra softness by using the relax…
Hey guys, I want to cut a hole where I selected the polygons like this without destroying my nice even curvature Can someone tell/show me a good way to do this? Thanks a lot!
@sacboi I'll definitely look into that. Thank you Edit: After checking it out, it looks like all I can do in Maya is use Soft Selection. Blender's implementation seems way better. Oh well!
@DeathstrokeFTW To avoid the collapsing corners, I do as this: Instead of insetting all the way, I make a very small inset (or one with 0 as value), select the corner edges, scale them uniformily, and then scale the entire face.