Definitely. BOOLEANS ftw. I don't make it through a project or model without using them at least a couple times. I've been having a strange problem with creased edges afterward though. Past few times I've ran subtractions or intersections (cuts) some portion of the mesh gets a creased edge and get hardened smoothing when…
yeah nnq I totaly agree thats the way. but yes you have to clean that edge up almost every time you use the shell modifier, I wish they would modify to fix that part of the script another way you could do it is to maybe make a scale down copy, invert the normal move a few edges and use the bridge command to finish it.…
I guess add Boolean Union modifier and then clean up topology a bit. There dozens of tutorials on YouTube: https://www.google.com/search?q=boolean+cleanup+blender
You could start with a 32 sided cylinder. Or model it flat and bend it with a modifier. Last tips is to use a proxy mesh and skinwrap your object to the proxy mesh
ah thanks, sorry I'm still learning the various modifiers. :) Didn't need turbosmooth as it's going to be a low-poly asset but I got a fairly nice result.
if it's max then add a toPoly (Turn To Poly) modifier (remove mid-Edge vertices should be checked if not the check it) Which seems to be broken :/ doesn't work on open edges :/
@LostPigMessenge Pinching is mainly derived from an extreme diagonal low poly face transition between circular support and rectangular boundary edges once subdiv was applied. Now in my opinion a quadified sphere is the most optimal object to use in this type of situation so you were actually on the right track too begin…
Posted this in your thread Tycho, hope its of help. Stuck it in here for keeps sake too. Step 1: create a plane completely flat, with your shapes cut out of it. I started with a rectangular spline, filleted the edges and extruded from there then just duplicated along. If you start with a spline the curve should be perfect…
@perna Tried opening this in 2015 and 17, no luck. So how did you make the baskets Per? Since you used a special modifier/plugin that's not native in Max, all I get when I open the scene are "Missing OSM" in the modifier stack where you used the mysterious tool. @musashidan Thanks Dan, I'll check it out :) And don't worry,…
my example can be a bit of a overkill but here goes nothing. start out with a 16 sided cylinder. edit poly modifier on top and to get the main shape out. added in a couple of edges to square out the hole shape and created the indent to have supporting edges. added one turbo smooth above it and used smoothing groups.…