I would probably make it like this: 1) make the quarter circle piece 2) make some circular pieces that form the grooves 3) make some circles that form the end of the grooves 4) combine the pieces together either by using Booleans or just by manually welding the edges to form the outline of the shape 5) bevel the outside…
Heres a link for the fbx: https://rapidshare.com/files/3675931479/scifidoor.FBX I included 3 meshes. One base without the cut, one base with the cut, and the inset piece. Tonight I'm gonna give retopologizing the inset piece a go, I think I could simplify the bottom part, which is causing problems. Thanks so much for your…
I mean, it is a flat surface, so i would not care to have it quaded. And if this is a doorway for a game, i would simple not do a hp version of it I would keep it low, with beveled edges to make it smoother. And the last one is if i am going to sculpt on it in zbrush, i make a mesh with even quads and tesselate it 3 or…
Hey guys,a final thing i need for my project,I have issues modeling this Helix magazine. http://i.imgur.com/WdBPMED.png I tried using the bend modifier but it looked horrible and even after 3 hours of clean up it looked horrible so if anybody knows a way of creating this magazine with this pattern feel free to share it.…
@Octavio You could never bother me <3 It was unclear in your post if you still had issues. There's a critical step of removing some verts that belonged to the original squished oval. When you're at this stage: Add an edit poly modifier to the boolean, (a) go to vertex manipulation mode, (b) go to Selection in your ribbon,…
The second one one the left is kinda easy too(at least in max) 1.Make geosphere icosaeder with 2 segments 2.Select all verts and save selection 3.Tesselate once 4.load vert selection and invert it 5.Turn every invisible Edge (6.Chamfer all edges a little bit if needed) And the first one on the right is kinda easy too: 1.…
For the grip on the Vector, any way to get this bevel from the current state of the mesh? Or would I need to restart from the beginning with the bevel already done? I tried beveling that area of issue first before beveling the rest of grip (front and back areas). Seems to work better but would still need to create that…
1- make cylinder 2- select edge ring 3- connect 4- select the new loop 5- chamfer (from 1 to 2 edges) so you have now 2 lines in the right place 6- select the 2 new loops 7- chamfer both with the same value 8- select both poly rings 9- extrude inwards with the same value
TheLittleJay: I think if You cut down half (3 times?) of your vertices, then its still ok. For spikes and plates there is no need for clean topology as they will not be animated (like bending etc.), so you can reduce tris count singificantly. About LODs I am doing this all by hand so I have more control and still good…
You can do this a few ways. 1) Object Painter Scripts like Advance Painter or Soulburns Object Painter Script. (I personally like Niels script a lot better, more stable, more features, more accurate placement) 2) Attachment constraint. 3) Select an edge, click "create shape" this will give you a spline. You can then path…