You need to keep even distribution of edges on the cylinder, otherwise you ruin your cylinder shape. So use the original vertical edges of the cylinder as control loop, without adding more or moving them. If you need to edge to more defined you may need more edges on the cylinder.
Is there a single chamfer op in Max that lets me get something like C from A? All I get is B. I guess I could get that if I chamfered the four vertical edges first, then added a loop near the top, and manually shrank the top face. Any quicker routes?
@Obscura I played around with moving some of the verts on the flat edge down to make a curve but I am stumped on how to get the indent that doesn't mess up the vertical straightness seen in the reference image. Sorry for my lack of knowledge, learning :P Thanks so much for helping me!!
Even though your error looks like caused by some illegal geometry (double edges, some floating vertices etc) rather then sub-d based, I gave it a go. looking decent to me: I am sure there's a better way to do that but still this could work as an easy fix:
Thank you everyone, I took your advice and have started redoing everything. However, the wing poses a huge problem: the shape is too sophisticated. It has a strange curve I currently know two ways of modelling it without subsurf and none of them work out. I can make the airfoil shape first from the side view, then make the…
Hi all, So this is how I create hard L shape crease on curved surface Need some further advice if this can be solved in a better way (without open subd / smooth group methods though those are easy :D ) Also in second picture from top, that kind of face deformation (highlighted face) acceptable or not? Hell ocd took over I…
Thanks. I tried a similar method to the one posted on the previous page and it worked out much better. I still get a tiny bit of pinching on the corners of the inset(vertically), is this unavoidable? It is almost unnoticeable when I apply a blinn material over it but would like to see if I can eliminate it 100%.
Basically this is made out of some shapes, bools and rock´n roll. First you should block out the shape with primitives until it looks fine. Then match the sides of the cylinders and cubes until they line up. Then you just have to bool and weld some vertices. Then you place your control loops.
That's not the hardest part; having to work only on a quarter of the mesh (being it specular) you can tweak it; I made a copy of the segment to use as reference; when you move the vertices of the holes to match the desired shape, you can move them on the y axis too, to match the reference mesh surface and mantain the…
hi Guys ,I'm just starting to make high poly modeling i decide to make leica m9 , i have a problem fixing the wire after doing the probolean where should all that vertice go to get a good edge flow result ? hope someone could point me in the right direction..