I have been using 3ds Max for some time now, and I am getting a little annoyed at the small things that trip up my workflow. I used blender 2.6 for a while and loved the spacebar command search and all of its shortcuts. I had a tough time setting up anything similar in max that would work in all sub-object modes. For now,…
Okay so the quick bit out of the way first, regarding the "bad topology" cylinder caps (it looks fine tbh) - there are two good way of capping cylinders that I know of: Both only work for even sided cylinders. Regarding the square becoming a circle, it's due to needing supporting loops. You should look them up, but I'll…
Hello everybody! I’m new to maya for the most part, only played around off and took a class for a semester. im attempting to make a weapon via Maya and import it into a game for the most part I’ve developed it having the handle as one object and the blades portion another object. I’m trying to add holes into the blade by…
@Tenshi Hey buddy! Perfection you say? I can get you closer to that. If you start off with a low-segment, evenly spaced curve and turbosmooth it up to where you want it to be, you'll end up with a way more consistent curve. You inserted a loop into the curve at the bottom to make the bottom edge sharp, but in doing that,…
@BladeSharpe So what you want to do is nail your curvature first and then put in that hole. Trying to model a curved surface around a hole will usually result in errors in your mesh. A hole is subtraction by nature. It's also a secondary form to the form of the handle which would be your main form. What I've done here is…
@perna so there wasn't a single stray vert from the boolean operation? Unusual in this type of intersection. Scaling the spheroid to allow a larger/smaller chamfer is definitely going to result in strays or verts that need to be collapsed/welded. Also, if changes down the road meant maybe one of the chamfers needed to be…
Hey guys, back from Holiday now so more 3D. :) Working on Yoda's high council chair. Had a flick through the past few pages because what you guys have been discussing is pretty relevant to the topology here. As you can see in the wireframe shot, I've started with a 16 sided cylinder to make the base shape, then I've used…
There are various ways to do that, but they all consist in the end on model the mesh and then move it on place. The first consist in aligning the whole scene to the normal direction of a planar face in the model, in this case the one you have select will work fine. This will give you the ability to look at the like it was…
More I think about it more it seems to me not exactly subdivision question in general. I use Zbrush after all and it's all about subdivision. I meant rather all those extra loops people do for nice shading of subdivided meshes that ended up into in game models ( not subdivided models themselves). A special topology that…
@LoneRanger Some of the smoothing artifacts may be the result of using an uneven number of bevel segments on areas where multiple surface angles converge. Try using the following bevel settings and see if that improves the smoothing behavior: 2 segments, 1.0 Shape, Arc Miter Outer. Increasing the mesh density tends to…