I tried to repeat this geometry it turned out not really qualitatively, I didn't use proboolean, cut out everything the cut tool with a binding on face:) somebody can make a step-by-step management of a photo how you do?!
SG means smoothing groups. It refers to the "Parameters > Surface Parameters > Separate Smoothing Groups" options on the Meshsmooth modifier. Create a box. Select two side by side faces. Clear the existing SG and set them to the same number (IE: 30). Apply meshsmooth with Separate Smoothing Groups checked. Observe result.…
4 quick steps: A. Make 6 sided cylinder B. Bevel/inset Top/Bottom faces C. Select and Bevel 6 edge loops(at once, of course) D Loop slice, with 2 symmetric loops And another one for fun, turn a cylinder into a hexagon. A. Create 18 sided cylinder with 3 segments, scale to desired proportions B. Select every other third…
@BladeSharpe Just a quick mention I forgot to add in my post above. So when required if moving selected loop cuts during the course of manually editing a mesh and object faces are explicitly non conformed too a given axis plus also importantly, to maintain uniform edge spacing, I'd also utilised Blender's - special menu…
Allright, i've changed the topology following your pictures, its better but not perfect (i'm still getting things like this http://i.imgur.com/C1E88kH.jpg ). Also something else I can't figure out is this face glitching out when I turbosmooth the model : http://i.imgur.com/3JIvuQ8.jpg I've got no flipped faces and no…
Start with lots of geo and break it down into a single segment. Steps I did. 1) Start with 64 sided cylinder because it looks like the shape has 8 of those little rounded hole things. 8 divided by 64 is 8, so it makes it easy. If you want to make more or less, just adjust accordingly. 2) Rip off 8 faces. It will be easier…
you could do a couple of things. 1. select all the faces and right click sayinh "smooth shading". if that does not help 2. use a subd modifier on the top. If thats something you want to avoid 3. Weighted Normal modifier.
Sometimes you get really strange artifacts on NURBS/Sub-D if you apply a material too them in separate sections. If you were poly modeling I would say a reversed face normal... but I'm not that experienced with Sub-D's
I'm having an issue related to hi-poly modeling. In Maya. Whenever I boolean a piece of geometry, I almost always get weird face deletions at the corners of the mesh. Here is an example of where they most likely happen: Just me?
ya but do i use booleans to create these holes or just do one layer the normal way? and see examples above, so many details, are they created as a same mesh or do i do each face seperatly then connect them?