@ivanthestupid Hi! just use the tool scale wait a little. soon I'll do a mini-tutorial 1 Get the error. Do as you did before. 2 Turn on the mode edge constraint Choose a chain of edges. 3 Use the tool scale axis y 4 Do the same as you did before. With all the rest. 5 Done!
You can assume that people will subdivide till they got almost a perfect circle, and between iteration 3 or... 8, radius won't change much, so i'm not sure the number of iterations is so important. I wonder if a script could make a "geopoly" from your lowpoly so the subd is a perfect circle, or matches a specific spline.
Precisly Keyword for stuff that curve, Spacing! And i added enough geo, Because every side needs 2 supporting loops (+1 the one thats already there) 6*3 = 18. Did not like the spacing so i added 4 extra edges where there were to big spacing apart, so in total 22.
Just did a quick and dirty edit roughly 3-4 mins on the mesh. Please try to understand the concept of subd before attempting to do hard surface stuff, this thread literally filled with similar questions over and over again and people doesn't seem to read any of the fundamental basics being explained many times before.
1- Grow a thicker skin 2- Be more proactive and search the various pages of this thread starting from page 1 to get the answer you seek... 3- Dont act like a child when you dont understand basic concepts and blame it on the person that tried to help you , literally biting the hand that feeds you...
On the right side of the eye there is some indication for the torus shape, but true left side was untouched by me. But how should I split up the topology that is leading to the eye? I always end up with some dirty tris there and I don't see how I could avoid that (where you can see the 5-gon) < 3
Hi all! Could someone please give me some hints how to tackle the shape of this armored vehicle? There are basicly 3 problems that i'm struggling with: 1. actualy triangular armor plates. How to incorporate them in all quads subdiv mesh with nice and clean topology? 2. the sides bend smoothly towards the front of the…
-I just took a random amount of edges, you will have to work out how many you need for that :p 1) Make a cylinder (having 1 cap segment is helpfull to make the selection) Select 2 edges, skip 2 (or you could do like 2-3, 1-2, depends on what you need) and scale them in as much as is needed 2) remove the top 3) with border…
heeere's comes Wizi lets make it easy, the big cylinder under is 18 sides and the small one is 14 sides =). I was not quite sure what you wanted to achieve so i did 3 diff. Models. see if it helps From Left to right. 1. I use primitives to align the 2 cylinders edges to eachother. The big one is 18 sides and the smaller…
I use this method: - stay in vertex sub selection; - in the graphite tools, click on the selection tab; - click on "by numeric" tab; - set it to <3, then click the arrow; - you should have most of the redundant vertexes selected now, so you can delete them (do a safety check for possible vertexes you must deselect, before…