Hey folks, I am getting this nasty lines on the corners when I apply the turbosmooth modifier. I can really use some help on the subject. Thanks in advance.
Blaizer: Booleans are one of those things that are really easy to do wrong and make a mess of things with. Hence the typical aversion. Its far easier to tell people "DON'T use this tool." When starting off rather than explain the methods that make it actually viable. Per: Thanks for the commentary. I appreciate the time…
If this is LP, all of them work. However UE4, Unity does not like long small triangles, in my experience. A modified version of C with less "long" triangles would be my choice.
thats a script that i have called perfect circle. But you can do the same in max. Select the verts that form the circle and apply the spherefy modifier and those points will make a circle
or better these days, take the normal constraint and just move it along the normal, no need for a modifier for that anymore :) also you could try polyboosts flow connect which is integrated in 2010 in the graphitetools
Another technique to utilise, is to sculpt the details then apply an ffd/lattice modifier too deform the mesh into a stylised aesthetic. https://www.youtube.com/watch?v=sZcfLh8eaC4&list=PLA7A2AE046E0B5552&index=1
I would not say "enabled by default" but flipping faces with the clone modifier with 10 edit poly mod stacks does wonders to my files (read corrupt) for a good percentage of time.
Instructions unclear, fingers stuck in toaster ... just joking :) thanks, I definitely noticed a difference when I made them planar by axis. I left out the last row to keep the top part intact. just a quick test ( in reality I only need to make one edge planar due to the symmetry modifier etc.). It was pretty cool to…
I have a work around for creasing like that in Blender. Maybe someone can translate it: Here is before: The first thing I would do is create a base mesh of the shape, and set the subdivisions to a high number like 4 or 5 before going in and adding the details: Then duplicate the mesh and set the subdivisions down to 2 or…
I thought it was in this thread but wasn't there a nifty little jpg tutorial on modeling on curves using a modifier in max? I think it was like a shoulder armor or something.. now i can't find it. :D