Fairly similar to what is shown on the smooth preview, but inset edges were tighter to the outside ones. similar to how yours is, I would recommend terminating those edges that run from the bump at the bottom before you reach the hole. That should remedy the stretching across that face.
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!
uhhh... by floating them off of the face underneath? *shrug* I am curious how EQ made the lip parts around the intersections of the body pieces. Like where the taillight meets the back wheels cover and in front: Just Modo's topology tool, and a spline loft I guess?
Start with a quadsphere bro. Max unfortunately does not have it as a standard primitive so you have to make it by starting with a 6 faced cube then add these modifiers: meshsmooth spheriphy meshsmooth spheriphy make sure to top it off with no less than two Edit Poly modifiers to be sure though.
Ahoburg, this thread is dedicated to solving issues with subdivision modeling, the topology and edge flow, etc. Not so much for basic modeling techniques. That said, you're making this too complicated. Scale a cylinder inwards a bit, use Poke Face for the top/bottom ring, and scale those vertices out.
ANSWER: It wasn't all one polygroup. The model needs to be all one polygroup. ZBrush Question! Help please! Why do parts of the character's face not scale down (move or rotate too) when I attempt to scale the model down? The entire character is considered 1 Subtool.
Thank you. One more beginner question: what kind of tool are you using when an edge needs to be reinforced, but loop cut is not an option (because of triangles, poles etc). Are those just manual cuts? Sometimes I try to use inset faces, but usually the result is not good.
Hey, there's some objects that I'd like to know how you usually model it? Sometime creating such sub-d objects not rely in making evenly-sharp hardedge but also transition between surfaces and the way buildup base one. 1. A vase with triangular top face, circular middle section, and square bottom face. 2. A shape transform…
@bitinn that's funny that i immediately had a flashback to that thread before reading on. To me, that's still the best way: to have an edge loop to land on first. Or you could delete faces, extrude, bridge, then line up a new loop afterward. Or use a boolean and resolve geometry as needed afterward. In the first gif, I…
Hello everyone! I faced with may be a trivial case, but solution is not obvious to me. I see only 2 ways to deal with such an angle. First: But here I have the quad which has a shape of triangle. Is it ok? Second: And here I have a star that shouldn't be there. Is there any other method to solve this kind of angle?