You're trying to make it bend round to much, just because you added an extra edge along the right to make the tri into quads isn't helping. instead of removing the edge on the left side why not make it thinner I have a question! i seem to be having a 3d blackout and can't remember which 3d app has a tool where you can cap…
break it down to smaller chunks you can better digest. experience will help you closing the gaps in the design. i see a ton of cylindric shapes, a sphere, a few more complex pieces. stadt with the simpler stuff and work yourself up to the more complex stuff. If you have struggle imagining them in 3d. draw some simple…
I use 3ds max and i really recommand getting a plugin for max where you add a line along a ring of lines, like that tool that is standard in maya really helps speed upp highpoly modeling imo. :)
The first one is my result and the second one is from Spyro, i got a pretty similar look in 3Ds max, but took me a really long time so wanted to hear you opinion on a good way to model that?
@anim8_ You could start from making a base mesh similar to your outer pattern. Then making a copy of it, further refining one of the copies, and using "lattice" (if you're in 3ds max, or something similar, in other software) on the other.
QuadChamfer is a maxscript, that max users had to download to compensate for the sloppy job the traditional chamfer tool in 3ds max did. Luckily, Autodesk included similar functionality in max2015. It basically does support edges for free in many cases.
I'm willing to bet it's been asked dozens of times, but how do people create these shapes in 3Ds Max? I've been using Splines and getting some reasonable results, but I'd like to know if there are potential better methods.
My mate designed a canopy in 3ds max, he wants to cover the top surface of each canopy with a layer that fits around the top surface of the canopy, he has tried the cloth modifier but had no luck, any suggestions?
@julienayheva At first glance, it doesn't look like a real life object since there's a lot of weird shading, shapes, and proportions that aren't found in most modern printers. If you're recreating a 3D model, you'll have to rely on the render/screenshot shading, however strange it may seem due to incomplete smoothing…
On your subdiv models, don't forget that in modo, the subdivision algorithm is different from 3ds Max/Maya/Xsi. A hole (cyl) from a box, is not so cylindrical in Max as example. 8 sides for cyls and holes are better than 4.