@TeriyakiStyle The rule is number or faces at the point of placement +4 - reference: this forum, wirrex sept 2015. Reason: the goal is to produce quads using this formula/method you can support the hole geometry with a ring of quads. Subdivision: a vertex of a quad face is split to create a new quad face. The centre of the…
No i dont I think it was caused because I changed the vertices position and my question was do you guys solve this because this does not effect in uv will it effect anywhere down the line like in final render or something..sorry if noob question new to 3d world
When I turbosmoothed a chamfered object in 3Ds Max I get wierd results; I'll show you what I mean. No turbosmooth With turbosmooth All the vertices are wielded so I'm wondering how I can fix this issue; that is not let the faces overlap the corners.
Nobody knows? hand made subdivision It could be very universal and usefull to know. There are three stages of vertices: 1) hand made subdivided 2) half way subdivided 3) unsubdivided Known procedure is only for number one. It is possible to exactly position number 2 and 3?
How to connect it properly in my HP model? I've tried various ways but there is always some shading problems (surface is not smooth, there are little bumps etc.). When I add more horizontal edges to those vertices inside this big n-gon my cylinder is no round anymore.
Ahoburg, this thread is dedicated to solving issues with subdivision modeling, the topology and edge flow, etc. Not so much for basic modeling techniques. That said, you're making this too complicated. Scale a cylinder inwards a bit, use Poke Face for the top/bottom ring, and scale those vertices out.
@mverta hope this help you understand and solve your problem. Also removing this kind of detail wont help you learn mate! put it back on. Also note that in order to get mine L corner on curve super smooth I manually adjusted vertices on edge constraints.
Thank you so much sir Perna. Could you approve this structure? Geometry looks a bit weird because I tried to preserve these vertical edges of original cylinder (looks better this way). I asked you specifically because I love you. <3 Pedro
its not perfect. but. 1. Main shape, sphere wit 18 sides. 2. turbo smoothed once 3. Added where the cuts would be (mostly deleting faces) and always working on 1/4 or 1/7 of the mesh 4. Rotated the copies and welded vertices. 5 minutes of work.
You have the right idea: the geometry intersects between the vertical segments of the cylinder. If you're happy with how it subdivides and it bakes down fine then it's passable. It all depends on how clean it needs to be and what you're using it for. Where you can run in to problems: the two vertical loops on either side…