So this a little weird and out of the subject area, forgive me... Imagine I have a compound curve mesh like a bowl and the walls of the bowl have a varying thickness. Say I wanted to unfold this bowl flat, as one would for papercraft, but wanted to retain the thickness of the walls. Is there a software, a script, anything…
the problem is the slots aligned to straight line, in your model u used one of the radius to start and stop circular slots but this not respect original piece for this reason i've added some line cuts: another thing, if u notice the holes in the original piece are perfectly round and not oval i've subdivided a disk and…
When it takes to long to weld vertices your modeling stack has reached to many steps. Just freeze the stack to a desired point and you can work fast again :) It shouldn´t be a problem for softimage, in my opinion its viewport is much faster then the max or maya ones, so its a shame that autodesk killed it...
I see, so what you do is: you put the circle on the surface of the panell and combine the objects. Is that right? And then you create edges between the panel's- and the circle's vertices and merge them? Sounds like a good way of doing it - going to try it out next time i modell something like this :) Thank you for your…
@perna I just got super frustrated while getting the "x" shape with the holes. I dragged some vertices around to round out the corners and used duplicate special to create all 4 sides after that. It felt a little unnatural modeling the piece. Just looking for other peoples input on how they'd do it.
@bitinn If you're happy, good. That cylinder isn't cylindrical anymore though, because you constricted the vertices of the cylinder to stay as a flat plane instead of being cylinder bros. If you want flat sides to a cylinder you're gonna have to cut it. Good luck cutting an 8-sided cylinder, so i went with 16.
another approach that give you more control of how smooth the edges are. Notice that in reference image, the vertical edge is more round than the others. When you cut the corner from a "cube-sphere" you have to cut it evenly for all edge, and after that you have verry little control over edge smoothness
@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.
@perna Awesome, thanks a bunch for the help. It's a no-go for my original quad sphere since scaling the cube down as small as possible still results in tris. I tried the stack you suggested with various Relax values, but it still results in an imperfect sphere and tris. It's probably because I'm unaware of the magic…
Not sure if this is the right place to ask this. I'm just starting to get into high poly modeling, but im such a noob. Anyway. Having a pinching problem here where there are poles. How do i go about this? If i add vertical edgeloops it terminates the problem, but then i have creases up and down my model. Any help would be…