I have tried with lower segments but i still can't seem to hide the control edges at all. Do you happen to have the file (.obj) for that object, so i can see how you constructed it.
Don't know if this is the appropriate place to ask, but is I'm a bit intimidated by an object. Is boolean modeling and zremesher the best way to approach this? I know the topology is terrible, but all my attempts on the grip have resulted in unusable topology.
In 3ds Max you can use the Conform Compound Object in order to get the effect: It was set to move along the vertex normals and I just tweaked values till it looked okay and threw n a shell + turbosmooth.
Dave Jr, that looks fine to me. If you're baking to a normal map, it doesn't matter if you keep those as two objects. If you want it all as one, try extruding/bridging the bottom edges of your coil.
How about beveling different parts.. differently.. and i maybe even copying this parts and join them into a new object.. (or separate before..whatever you like..) like so (with quick and bad topology to just show the beveled edges): ..and then bridging and enhanceing the connection.. it seems to be that only the part where…
Good afternoon! first time posting here. I've acquired my computer last month and have been immensely enjoying the world of 3D ever since. [BLENDER] Currently learning materials. I wanted to model some lab equipment, and when making an erlenmeyer flask, thought of selecting the inner side polygons, duplicating, then…
Maybe something like this will work? You can adjust what part of mesh will bend using SimpleDeform modifier's Limits properties: I use an Empty object as the origin for SimpleDeform modifier to adjust how exactly mesh should bend. To make slopes you can use the Lattice modifier. Assign a vertex group to specific vertices…
Arthur: My response wasn't geared towards you, but the "Why even bother?" question posed by gir. Cyrid: Yeah I think you're hitting the main point here, when you start working on complex objects, or anyting with variance in bevel width, it just because a huge pain in the ass. I mean you could end up with 40 different…
I can't model it in any way at all and I don't understand what modifiers were used for the artifact (this is the object that looks like a tombstone) for stones and for the lantern that is next to the artifact. Just show how you would model it and what modifiers you would use. source with video references (it is in Russian)…
Ok ! Thank you ! So the first one was good ... I really wonder how to make some parts of my object ... I'll learn and try, if I need help, I know where to go :) Thank you !