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…
Hi guys. i tried to use FrankPolygon technique, some time it works as well but some time i got bad result even if the faces are flat! with subdivision modifier the problem appears more in blender i don't know why, can you help me? if i need to add supporter edges can you tell me where i could add it ? The fxb file to check…
@Olingova, one thing that i do before adding those kind of details is to add enough horizontal edges that they will become your supporting edges. Check screen. The rest is just cutting the detail and add vertical supporting edges. Probably there is a easyer way to do it, but this is how i would do it if i had to make this…
I think it's directed more at the general consensus of "add more geo" being the solution to every problem, which is the inverse of the methods Per tries to share with people. Or it could be the mesh posted lol.
What to do from this shape arranges to leave so with turbosmooth result me but same it isn't correct, or to add loops I only don't know as well as where prompt!As it has to be correct?
hello! I have a noob question, how can I add support edges to this object? I want to use turbosmooth. The hardest part are this triangular "wings". I will be grateful for your help!
Can you demonstrate a bit how the smoothing groups/turbosmooth works, please? Is it similar to creasing in a sense that you don't need to add any loops to get the nice bevel you're looking for?
I thought I'd give it a go too. It tiles easily and is easy to add curve to the dip. There's a six sided pole present but no pinching. It's an interesting one. If there's a better way that any 'pros' want to show ...
Help....I am trying to model a game controller, and i don't know how to add details to the handles....is floating geo an option? cause it's not working well Can somebody help me please?
Just out of curiosity (dunno if it's already been discussed), why not just go around, make the rest of the geometry, then go up a subdivision (turbosmooth -> collapse) and add the part that needs more geo/segment?