Ok, you have one thing playing on your side here - it's flat. Extrude -> Booleon -> Cleanup | since the surface is flat you can cut in some obscure edges to support the shapes, just make sure you try to maintain even poly distribution. It's a different story if you want to curve the surface however, in this instance you'll…
It's called _floating_ geo, which means it is floating over the actual surface and isn't touching it. If I would have turned on shadows, you could see the spline detail dropping a shadow on the plane. There are several different techniques to apply this to a curved surface. If you know that your curved surface will be…
@iacdxb I assume you started with a subdivided plane and cut it up in order to create the silhouette. Instead, I'd block out the silhouette first, add support loops for subdivision surface modeling, and then fill in the space between for proper edge flow. Your workflow makes sense if the surface has a uniform curvature…
HI I don't know how to deal with the line here. There are protruding things on this surface and a hole in the bending position. Is there any good way? Please help me. HI
I was curious how some people here model out their tack welds or weld lines on hard surface stuff. Good tuts on that would be a nice addition to this thread.
I'm trying to get the wholes set into this mesh where the bolts fit into the forearm cover. having trouble making circular cutouts while retaining the surrounding surface quality
On the surface I would try using path deform binding modifier if you are using 3DS max. (other packages should have that but maybe under a different name)
@FrankPolygon Holy crap you're awesome! Really appreciate you taking the time to do these writeups. Been getting more into hard surface modelling and the previous writeups you've done in the thread have been really helpful!
Just wanted to contribute to the thread and also see if I can get some crits :) What I did to get this cello body is as follows: 1. model the body 2. model the hole as a poly strip and move the vertices onto the body surface using surface snapping 3. refine the body with one level of subdivision applied and delete the…