Viewport Clipping. Right click on the plus next to [perspective] on the top left of the viewport (or maybe the perspective itself) and then enable the viewport clipping. You'll see a yellow line on the right of your viewport and two triangles. move the bottom one for like 1mm to top that'll fix it. Search for viewport…
Fixed! /facepalm for not putting this in the correct thread. I knew there was a 'How u model..' thread but I clicked through a load of pages in TT to find it, couldn't see it. Then realised it was a sticky >< Mods feel free to move this! Yeah EQ's method looks promising. I think it's just terrible ref to be honest, I can't…
Hi guys, This is a one big circle and I want to move the two lines outside, I did it with Scale Y+Z but it jumps in a big value and I can't see it because I have to zoom out to be able to grab the manipulation tool. Is there a way I can do that while I zoomed in so I can see in details?
HAWK12HT, thank you! But I do not understand what to do here in this image. Can not understand anything. You can show it in a different perspective, or video. P.S. I guess :) Make the grid more dense, and these points are moved inward (marked with a green circle). Tell me how you can make a better topology on the outer…
Hey guys, I would like some help please. Working inside modo, Im putting the last touches on a knife model and ran into a problem aligning verts/edges along the blade. Is there a better way of aligning these since moving them individually is taking a long time and it ends up being wavy once its subdivided. Thanks in…
What I mean is that as you move inwards on your cylinder, you could start collapsing every other edge to reduce the resolution as you don't require it to hold the silhouette anymore. It's not always applicable but it CAN help in some cases ... like this: Attachment not found. You can do better than that of course. That's…
thanks everyone for tips n guides. ill definitely give it a shot n post more queries here later. moving on , i made this bucket and get this problem in most of my models, "too many polygons" i read somewhere "less polygons= happier life" . how do i decrease the poly count without losing details ? any idea?
@DigitalGreenTea I tried with another approach this shape of yours, see if it works for you. I used regularize edge loop script in between too to make it a perfect circle and move few verts with edge constraints on. tried lighting and looks fine no artifacts even though I personally think there is a minor dent going on in…
@gestoryscht Look into using Mash in Maya, it has lots of instancing magic. Alternatively, duplicate special as instance one tier of tines, group those, then instance the group, move it up and rotate until you have as many tiers as you need. For scaling the tip, you can use a deformer like lattice on a group and the…
Have you created your own cage to use while baking the maps? One thing to try on the cube is to split all of the edges and move the UV's apart then bake again if you are using hard edges. This is a great read for learning more about normal maps and how to solve issues that come up.…