This is awesome stuff, Pern. I can kind of visualize how things will smooth ( I usually visualize a vert in the middle of the edge and imagine the existing verts moving inwards a bit - it's not entirely accurate but it helps) - My question though, is how did you put together the cage in the top image so accurately?
Hey, marty i made very rough example just to show you. this is a cylinder with 64 sides. On top of that cylinder use cut tool with vertex snap after that some hand tweaking...:) and one more... nothing special simply move vertexes how you like it then extrude add support edges and thats it.
You can fix that really easily if you just move the loop cryrid highlighted and the next one in the curve upwards so that they're planar on the z axis. If you want to keep that exact shape you need to add more geometry. Here's a pic. The highlighted green area is completely flat hence no pinching there.
how can I go about fixing the topology, I did create the primary shape first then I boolean the shape out, I had to move the geometry to fix the boolean please keep in mind I'm fairly new to modelling this is my first attempt at a big model, been working on this model for about 2 months
Okay so I did do it and before I touch it obviously it has no distortion, but I had to move it a little which caused it to distort again. so All I could do really was just trying to minimize it as much as I could. it did turn out okay in the end! :) Thanks a lot for the help guys :)
It's the usual shaded view and no subdivision. It's not lagging when i move the camera or anything like that, but it does when i'm welding points or just work with geometry, for example i gotta wait for 10-15 seconds until a vert is welded, very annoying. I guess i could disconnect the areas of interest but sometimes it's…
aaww all i've learnt from polycount was wroooong :poly144: You're destroying ma repairs Quili, can't u just use floating geometry ? Keep the ball intact, then just put the square shape above, moving points around so it matches the ball curvature ? Wesley, what is the final shape you want ?
This seems to work pretty well for me. I made 2 curved planes with equal edge loops : one for the top and one for the side. Then I performed a simple boolean operation and used array and curve modifiers to make it into a circle. EDIT: moving the inner verts along their edge seems to help with making the edge thickness even.
@rage288 haha well yea if it looks good it looks good. Though in 6th picture you can see the problem I had with creating hard crease (L shaped) if you look at extreme angle like in pic you see noticeable pinching. However I resolved it by moving the supporting loop vertices to relax the pinching.
if you obcess over small things like that , its the contrary to efficiency since it will literally make you waste your time trying to get something ( that will have no better visual impact ) to be perfect. Its good to search for clean ways to do stuff mind you, but if it looks good and clean, move onto next piece :D