Hello All, I am having issues with the shape bellow, I think it maybe more of an edge flow issue or I am lacking some sort of basic understanding. In this model when I smooth it, I need the lines circled in with "A" to stay straight giving me that Z like swoosh. When I put extra edges on the side however it either cause…
how would you go on doing this? the guitar body itself is not that hard, but doing the pockets yet preserving a someonewhat smoothable mesh? Otherwise i would just go with my rather messy mesh and put a displacement texture on it.
Hey Brygelsmack, thanks a lot for your help. Yeah I already tried out what you painted over, the problem is, that the support loop on the top creates an unwantedly hard edge as well as the two continuous loops on the side.. :/
Honestly, the fact that you had to point out the error, means its minor enough not to worry about. It would be good to see your attempts to add further detail, without that its hard to give any additional advice.
Lol that was awesome. I failed so hard, I just beveled the edges you told us to instead of patching in the bevels you gave XD. That was cool though, thanks for doing it, and I hope you do more.
Hey guys, I am having really hard time modeling viking ship hull. I tired it, but I didn't get even close to desired shape. Any ideas how to model side planks and that curvature ?
Hi guys I'm new to hard surface modeling and I've been practising complex shapes since. I've got some pinching problems with this model. How do I fix this issue and the topology as well? Thanks in advance.
Hey guys, I'm following a grenade tutorial and have come across a problem in a hard edge when subdividing: I'm using 3DS Max with the quad chamfer modifier in order to get the hard edge. If I decrease the value, the black pinch goes away but then I am left with a soft edge. This is the non-turbo-smoothed/non-chamfered…
You need a break/seam in the UV islands each time you create a hard edge with the smoothing groups. If you do not want to do this, like in your example, then make sure the whole cube is in one smoothing group. It will look ridiculous, but the Normal map will correct it. However, this isn't the best practice in my opinion.…
You could probably add a support edge at the top. Should reduce the pinching. Maybe something like this? It's hard when you don't have the whole model, so someone else is gonna have to help you with the parts in circles.