Hi all, noticed this slight pinching in default 3ds max viewport while doing my practice using the methods shown in this thread. I know its the perfectionist in me killing it, 3d programs like max and maya are not cad tools however just need some advice on this that should I just let it go or is there some other way on…
Thank you, that was relieving and at the same time made me think. I am self trained, have not watched many tutorials and have not studied graphics or anything related in college. I studied computer software engineering. When I started sub-d modelling, I had problems with keeping edges straight, everything was wobbly. Then…
Hey, I might start by changing the shape of the stem's top: http://www.californiadriedplums.org/media/109b0365/fresh%20and%20prune%20fruit.png Not sure what reference you're using but its a bit odd how its modeled now. Really tho, it's going to be so small in the render it doesn't need to be highly detailed. Instead of…
So I've been reluctant to post this as the last thing I want is to do is look stupid for missing a page where it's been already said, but I've searched and found nothing and I'm having real difficulty with this shape. I've tried a plethora of ways to do it including booleans which honestly was more work than help,…
@borealis When working with intersecting compound curves it's generally considered best practice to rely on tools, primitives and modifiers to generate geometry with a consistent curvature and segment spacing. It's also helpful to block out the shapes before adding support loops and secondary details since this makes it…
@guitarguy00 In the previous example: the base sphere has 12 rings with 24 segments and the subtracted sphere has 22 rings with 28 segments. Both quad sphere and UV sphere intersections tend to produce topology that requires some additional clean up. Minor differences in scale and position often prevent the perfect…
@PixelMagic It's difficult to provide more focused feedback without seeing any specific examples of the topology layout's you've tried and the smoothing errors you've encountered. Most of the advice that's been provided should get you close to some kind of usable result but there's no real way around the fact that it will…
@Tosyk When searching this thread there isn't always a direct copy of any specific shape but there are often examples of similar shapes and similar smoothing artifacts. Looking at how other artists solved similar problems can help inform which topology strategy would work to resolve a specific mesh smoothing problem. The…
@christrom There's a bit of subtle pinching caused by the extra loop between the base of the square and the loop path on the surface of the sphere. Dissolving the loop and merging the corner vertices of the triangular quads should resolve the smoothing artifacts while also simplifying the mesh. (See the third and fourth…
This is a problem of planing. Sure, I could suggest ways to add in more geometry after the fact, but that would just be a bandaid. The root of the problem here is that you didn't START with enough geomery, the easiest and cleanest solution would be to simply remodel the shape, from the screenshot it isn't that complex…