You don't need to have a pretty detailed mesh to get nice results. Hope this helps, i posted it on my blog long time ago. You can save geometry using pentagons in the loop intersections. http://blog.whiteblaizer.com/2009/08/otro-truquillo-subdiv/
Delete your support loops/unecessary geometry so that you can definite the shape and silhouette much easier. Then from that point, you can turbosmooth by smoothing groups to add geometry, or add manual support loops and go from there. The top triangular detail is well done :)
Hi guys, How would you model this to create a modular ground? I tried tileable texture but it's not quite the same result. Create different unique hi-res models and bake it? If so, how would you model it in a fast way, nanomesh or arraymesh? Thanks a lot!
8th_Scepter please do everyone a favor and read a bit into this thread. this topic has been tackled in here probably a few dozen times. i know it's a bit of work and you might learn a trick or two which you did not ask about, but thats not a bad thing :)
Had to do something similar for a CN game a couple of years back. basically you model the thing and then u copy the geo, give it a push on the normal direction and then invert the faces and give it the color of the outline you want (in the casi of my image, black) Hope it helped! Cheers!
Just like how perna said you can create any shape, you can create a quad sphere quickly by simply creating a cube with equal dimensions, apply a turbosmooth with at least 2 iterations, and spherify That script just skips these steps. Probably more convenient
You lack control loops to keep the shape cylindrical as it travels down towards the cutout. The loop you do have flattens out above the cutout and the sub-d is just propagating that shape up to the next loop. Keep your control loops along the neck circular.
Thank you guys, yes I´ve been searching in the thread but it´s huge, I find some examples pretty close to mine but not exactly that I want, I have a little pinching at the corners, here the shade model. Thank you again for your advice.
As per the thread title... Use some simple math to work out how many edges you'll need on the circle. You can do it with less geo, but generally the more you have the better a shape supports irregular deformities. https://dl.dropboxusercontent.com/u/7741113/Hole_In_Cylinder.obj
I can't see your cables but its been a long time since i've used max for anything but it has a spline function that allows you to draw and then manipulate that shape into following whatever path you want. find that and you'll find how to make dem cables.