I've been trying to make this spiral/ helix thing, and I'm not really sure what would be the proper way to do it. Creating a spiral is not too difficult, but the problem is with the start/end parts of it. The reference I have for it doesn't seem to have a gap between the start of the spiral and the cube it needs to connect…
I'm fiddling to get some propper connections done. I guess a less uggly topoly comes with practice and experiance. I will look for some edge termination techniques that might help me. @Artifice: I dont feel like removing the existing support loops since this models is solely for my own entertainment :p
Hey guys got another bit of a snag here. Basically I'm wondering if I should leave the edgeloops I've highlighted as is, or can I remove the blue lines somehow (which really don't need to be there) while retaining the red ones and having them connect to the other edges that reside below the blue highlighted ones?
If the geo doesn't add anything, why keep it? Making good LODs are gonna take a little time, but is great practice in practicality. The left one has 23 tris on the flat side while yours looks the same and has 120 (eye-math) See how those loops are still connected, and still easily reducable?
does anyone have any techniques for adding edge loops to curved geometry in 3ds max? like you know if you just add a one using connect in edit poly edge mode, itll make that part of the curve flat, and if the curve is very gradual its nigh impossible to tweak it by hand to make it smooth again..
I'm trying to model this, the circular holes part. i want it to be sub dividable quad topology, and the tricky part is the angle at which the holes are oriented, i don't know it. Even after doing the cylinders i need to connect the space between them so it end up all quads, the only way i know is manual.
I did try to follow those instructions and started to make the thing in subsurf 1 (hardsurface modelling the wing does not result in a good airfoil as mentioned) until I realized that I had to somehow connect the back of the wing and body together as seen here. Subsurf doesn't allow that and neither does hardsurface for…
So i got a PM from n88tr asking how i make cylinders inside of other shapes, so here are a few gifs: 1. Easy way to do what is shown in his example 2. Doing a cylinder inside of a box You'll notice i didnt make a full edge selection when i bridge here, sometimes modo likes to screw this sort of bridge operation up, so you…
Thanks Danielmn for spending time to help, it's another way to approach. I'll keep some steps to apply in another model which more complicated. This one I think previous way is fine. sebas, I think in ur example, quad in quad and subdiv at least level3 to make it smooth. (>10500 faces). Another hand, 8sides in quad just…
Jets are not cylindrical. /end of discussion sneakymcfox : can you post a screenshot of your mesh progress so far so we can understand more which part you are having trouble with. Since judging only by your statement.. if you only just want to connect the vents to main body, a simple bridge will do just fine.