Kroma!, I don't think it'd be right to just cap a spherical dome. What ends up happening, if I understand what you're saying, is that maya/max puts a flat surface instead of a curved surface, which is probably why you're seeing those distortions in your geometry when you smooth it. Unless someone else knows a better way,…
Hey Polygear. I Think your problem is that you're slightly misunderstanding how the shape actually works in real life. The "edge" portion of the blade seems to start on a double serration and you're trying to start it before that. In real life if you started an edge like that, you do get a tiered look in that curve like…
@FrankPolygon Ok so basically I just need to keep at it but you gave me hope! Sorry I couldn't edi my post to add references, polycount is very troublesome for me on Firefox idk why. I like your result it's pretty good, my particular cuban chain (didn't kjnow they were called like that, thanks!) has a strong dip and the…
I done what you said and it worked well, although i had to fix a little bit of geo and bevel a bit more geo for it to work out and remove the puckering. This is the end result of fixing it
Not really. You need this geometry for such shapes. So you have the choice. Work with more geo from the start, or work with more geo with your turbosmooth. Depends on what you want to achieve afterwards.
yep more geo. hell some of my stuff has so much geo that unless your right close up you cant tell the different between having no subdivision and have a few put on.
@chopsuey Hey bud, this is the classic "cutting a hole in a cylinder" problem. I suggest you look through this thread for some learning, because this is just one method to do this. In short why you're getting stretchy no-no's is because you made an extrusion at the cylinder's established edge, and you are NOT allowed to…
Ok less geo sounds like a really good approach i mean i can add more geo later if i need it while maintaining a stable poly flow without artifacts etc. Thanks :)