Thats so amazing! Thanks for all the advice guys, super appreciate it, I think Ill get that script. As for making it a game optimized vehicle part, Use splines, get it completed, convert to editable poly, then remove any polygons inside the tubes that wouldnt be seen and use this weld script? Would it then be a good idea…
@Domlz I found a gif i posted back in 2009. In subdivision modelling you should avoid the common mistake of "edge propagation". It only will give you more work and an ugly mesh, a mess and nothing clean. It produces too many artifacts on curved shapes aswell. You can work with less polygons and obtain a better result.…
if you want to model them in (which i have to do from time to time at work) you can use the add text function in blender and convert that into polygons then inset this, extrude and clean up the mess on flat surfaces this is pretty easy on curved surfaces this is a bit more complicated if you want them to be one mesh, but…
Hi. Recently I decided to make an electric kettle to practice the curves of the surface. Having done this for the first time, I decided to redo it more qualitatively. And then I met a problem: How do I fit the topology of the rounded lid to this new edge to make a gray curved line on the lid? I tried a lot to rebuild the…
Hi Guys! I need some help with a little issue I am having with a model, I know that maybe it is easy, but I can't find the way to solve it or to get a better polygon flow. Baisicaly I am modeling something similar of a screw but I am ending having this little peaks that I can't fix, if someone could give me some tips it…
The lines you have are pointing to the polygon edges on the surface. If you go to the mesh properties and select "show hidden edges" you'll see there's a triangle edge there. You could try selecting all the vertexes and welding them with a low threshold. To make sure you don't have extra vertexes - this may help. But I'm…
Hi there, I can relate to exactly what you're going through, subd modeling may at the best of times seem like a 'science' when an apparently unsolvable problem crops up but in the main I personally find a fairly straightforward method to implement an envisioned goal, especially for most hard surface objects. I mean, what…
Some methods -> - Select an ring of polygons on the staff, clone it out, slide the verts to whatever angle you want, then extruded/push/whateveryoulike -- if you need a continuous mesh, just delete the polies under it and start welding. - Sculpt it. http://www.youtube.com/watch?v=PdLcHHb7Cz8 (ninjas from around here) -…
Hi all I have a chamfered edge and 2 intersecting grid lines, which forms a triangle shape. If I now want to add an actual triangle polygon there. Besides extruding the edge to the grid node, and cut out the extra part. What other faster option do I have? Can I add edges along the grid line? (Edit: I am using Maya 2017)
That's awesome. Have you used it to make highpoly hardsurface to bake normals off of? What about more freeform style meshes, not just like angular gun parts for example? Do the polygonal meshses it export's make for good baking geo? If anyone has some cool unique workflows like this rather than the boring old Maya/Max…