Earthquake: thanks for the quick reply. Your model is looking good, I like how you used the loops to define that shape. I would not have thought of that. I changed the geometry a bit, because that vertex created a distortion. also to retain edge sharpness I put in another edge around the outside of the cylinder, is that…
Ended up going straightforward, and not using a boolean. But I followed the edge flow of Nam's model after he/she used the boolean. So, thanks for that Nam! I was having a tough time getting the curve on the cutout to look right, while keeping the front edge sharp underneath, and rounded on top. Overall, it was a great…
Oh Gosh!! Closer!!!!!! Thanks ZacD @ZacD! That is a really close solution! I need it to be sub D but star interior like sphere surface! the problem i am facing now is the edges! I need to have them with great bevel! and keeping the star points sharp aswell! Gonna try to upload some screenshots soon! Thanks in advance to…
What exactly are you having issues with? The only thing I can see is that some unions are a bit sharp. This looks perfectly passable if you ask me. Maybe you'd have a better time if you planned out ALL the booleans before booleaning. That'll make cleanup easier, as you would have planned how many sides you want each…
@SV_ When applying smoothing groups in Blender, I highly recommend Textools - So under the Mesh UV Tools tab click last in the sub menu stack - Smooth by UV Islands! However, that said most of those gradients are caused by tiny triangles and miss-placed sharp edges, where vertex normals should've been made smooth. I'd…
One thing I would now like to discuss is how to deal with modeling the mask area of the image above (and such things of a similar type). It started with a spline drawing of the outlining shape, then and extrude, then converting to editable poly, then adding some bad details just for a bend, then a bend modifier, then…
Hi everyone I'm trying to model something from this reference art in maya. And I have some topology problem where I suppose it goes somewhere wrong and can be simplified also not sure about how do get those sharp edge with subdiv as well. Smooth preview in maya (2 times subdiv) Anyone here know how do I can make it with…
hi everyone, i have been trying to model this power button detail, the surface containing this detail is curved, the problem is if subdivide the surface so that it has enough geometry to support such tiny detail then it gets very messy and the surface becomes very hard to deal with, on the other hand if i use less geometry…
Bend this shit. Awesome Bitmap! edit: Is it just me or do you not have to tighten extra creases in modo as much as you do in max. Example, when you beveled the bottom of the bolt your loops are nice and clear with some distance apart from eachother. But when you smooth it still gives you a nice sharp rounded edge. In max…
@Nonplus Hi buddy. Unless you absolutely need the sharp edge to be an edge, you can have it be a strip of very thin quads instead, allowing you to do normal edgeloop workflow and avoiding that triangle that's giving you a hard time. Chamfer these badboys to get dat quad at the edge. Yay, weld these verts to the right. See…