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
Hi 3ds max newbie here. Sorry if this is an obvious question but I'm stuck. I'm trying to carve a design into a wall by using shapes derived from splines I've traced out: Is booleaning the way to go? I have 2 questions with that: 1. How do I preserve the contour of the splines when I use "normalize spline"? I'd use "edit…