hey, I'm trying to create this type of cut on a cylinder but I cant figure out how to get rid of the wierd pinching effect I'm getting and retain the same curvature of the cylinder.
I would start with spherified cube. There is no reason to create it by hand. Also you already have lots of vertices. I would say too much for nailing down the main shape.
okay I created a dodecahedron in modo...kind of it's not a perfect dodecahedron, but it's close enough for now. Cube primitive -> slice Move & scale Smooth the crap out of it voila! [SKETCHFAB]fI6rGU8TkhddpVhZ9VLrIXfYEfK[/SKETCHFAB]
Hi, As you can see, recently I ve been practicing modeling with the Eat3d - Dozer tutorial, which is a really great tutorial and the model is almost finished. My problem is the following: I want to texture it, but without creating a game asset, just create a scene for it and render it with vray,so I want to unwrap (of…
CoD67 the simplest way to make the shape is break it up into two. Since the rail and the holey-tube-can'trememberthename are two pieces in real life. Create the pattern as a plane and make it so you can tile it. My topology isn't optimal and yielded some smoothing errors so I would try simplifying yours. Give it some depth…
Hi everyone, I'm new to 3D modeling and I'm testing some challenges ... I came across this object and I have no idea how to model it I use C4D and I would have thought I'd start from a slice disk, create some disks to make the buttonholes ... cut them in half and create points in the center to make a bridge ... but I'm…
Hey guys, Can someone elaborate on this please? this was a simple few steps walkthrough in creating an interesting shape. I follow along to this and get some crazy results, all of them hideous and nothing like this! my biggest issue is with creating the circle from the square, especially as it's on an angled / curved…
You are creating poles on control loop for the sake of a quadrangular topology, thats quite wrong cause it will most likely create some kind of shading error or noticeable pinching. Who cares how the wires look as long as the model subdivides and looks as intended? In a case like that piece I would do the following (as…
If you only want to bake a normalmap out of it you can also create the tire profile with floating geometry. Maybe you need to soften the edges of the tire profile a bit to get a nicer transition on the normalmap :). And don´t be shy with edgeloops when you create highpoly objects. If you need more geometry to add detail,…
This part at least can be done with less manual labor by using arrays. There's a point in which the holes of all rows are organized in a straight line, thus it's possible to use an array to evenly place the "origin" mesh of each row. You'll need to create a circular array for each row, and how you go about it depends on…