thanks ZacD The problem is that the hatches will need to be openable, so i cant just make them be an indent in the surface. Really nice tut though, im sure ill find a way to utilize it.
without doing the modell, always and i say this because many come back with the same problem. Always have consistency between your edges when working on a curved surface. ..couldnt help it..
I'm trying to get use to using quad chamfer with my hard surface workflow. Has anyone had any success in using this method with just pro boolean objects without quads?
okay polycount i need your help. as you see below i have a cylinder cut into a planer surface and extruded inward. when smoothed it pinches and i have no idea why.
I´m trying to create a perfecto hole in a cylinder, the worse part is when I have to align the vertex with the surface, this is the best that I´ve done so far. Any help please?
hey thanks! Im gonna give it a try! Kind of complicated to me! That wrapping idea sounds interesting! Also the main idea is to have the interior of the star smooth as the sphere surface! Thanks in advance!
I feel as if I have seen this post before... And Also reacted to it. Because this one Is a Deja Vu for me. If it's a flat surface, you can end on ngons and do whatever you want. it will not be visible.
@Yogev Yeah, as the previous poster commented. Evenly spaced topology will enable correct shading behaviour under most lighting conditions especially on curved surfaces, not the 'bumpy uneveness' as displayed in your posted images.
But could've been that you used to many segments. Using right amount of Geo would make the bad "shades" less visible. Yeah, manual tweaking is almost inevitable when it comes to curvy surface. =)
"Avoiding unnecessary complexity will make the modeling process a lot easier and can help prevent surface flow issues and visible smoothing artifacts." Indeed! For me, a very hard lesson too learn among others.