I would have subdivided by smoothing groups and then cut the details in with the extra geometry. On curved surfaces you generally need more geometry to support details since it defines the shape better. Do this once you're certain the base-mesh is complete. Another option is to create the base mesh and details you want to…
Well then, you need more edges, more control. You might be able to create a really nice curve with just four edges, but as soon as you want to adjust that then of course there's going to have to be edges in between which support that curve. Filling out the shape more means making the low poly is easier as well, as the low…
Had a go at this, it was kind of tricky with the triple intersection but hopefully it helps. The key thing with joining cylinders is adjusting the sides to get as many lining up as possible so you won't have to start welding at awkward angles and distorting the shape. Also try and think about where the support loops are…
Just duplicate your mesh, and once you do this for one piece (generate spline by edit the topology of the mesh, making edges between quads you know..) , duplicate the extruded spline in similar areas, could save your time + the arrays. And to finally overlapp them properly just play with soft selection(equivalent in Max?)…
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…
What is the best way to model rectangular, sharp inserts on the wall of a curved cylinder? I tried retopo-ing the beveled edges to maintain quads but theres still artifacts? (You dont have to model all three rectangles, only 1 will suffice). Thanks. Wire: Subdiv:
@Octavio Ah, that's because I capped all the open areas before doing the boolean purely out of habit. The end result is the same, you just don't have to delete the bits I did. I did notice that I got some artifacts on my result. The problem was that my squished oval that I booleaned with was too low poly, making some of…
@SkinnyM Aside from your support loops being far too tight - you are clustering a lot of topology in such a small area, with sparse surrounding geo, giving you a pinch. Basically detailling too soon. Try having much more geometry/curvature established on the grip of the gun before trying to connect the trigger guard.
Waywo: "yeah @gfelton ; most importantly people come here to learn Hard surface SUBD Modeling though" I can't seem to quote individual posts so this will have to do.. I just wanted to chime in on the previous topic. While it's true that you managed to accomplish the shape, the main problem here is not the fact that your…