Hi, Theres actually a good tutorial series out there called "modelling classical furniture - volume 2 by Viscorbel. Intro video is here: [ame]https://www.youtube.com/watch?v=H7pzapSebaQ[/ame] You end up with a collection for your own library. Really cool stuff.
I might be missing something but.. 1. No turbosmooth, all 1 smoothing group 2. No control edges, turbosmooth (2x) by smoothing groups, turbosmooth (2x) normal settings. 3. Control edges, all 1 smoothing group 4. Control edges, turbosmooth (2x) normal settings.
There's lots of ways to make that shape. In this video i show 2. The pic posted earlier uses WAY 1, but i think WAY2 is nicer. http://vimeo.com/6143806 i guess the video hasn't finished uploading. here is the direct link http://dl.getdropbox.com/u/93793/Modo_Sight_Top.avi
Clockwise from back left: 1. Box with divisions 2. Scale in alternating divisions 3. Connect rings running length of mesh (see inset) 4. Connect rings around inner parts (see inset) 5. Sub-D (TurboSmooth in Max) 6. Bend Modifier
Like @p@Prime8 said. But to explain it once again, this is a question of enough supporting and Consistensy in your edgeflow to hold up that shape.. i started of with a simple plane, divided it once in the middle and twice in length. Turbosmoothed 2 times to have enough geo to work with without getting Problems.
hey guys, what should i do to build the curving pipe with all those convex on it like the ref. 1&2. and this is what I got for now. I dont now if i do it in the right way? and what should i do next to get that kind of convex.
1. choose the flat mesh 2. go to animation > create deforms > Nonelinear > bend 3. Rotate the "Bend" Line so it sits flat with the mesh 4. click on the curvature and play around with the numbers to fit it around in a circle (Usually it's a PI, 3,1415 so it fits around perfectly)
Hey guys, trying to get these 2 edges to have a more angular subdivision should i try creasing them or use support loops i tried using support loops and i get little pinching at the corners. Should I leave it as it is and just bake it to low poly ?
ok, i'm stuck, and i cant for the love of good not figure this shape out! The Ref. I have is really bad, and if i had a better one, i'd probably could do a better job. 1. I'm overthinking it? 2. how's the shape going? Please help me
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?