the density of the mesh is incorrect. So, when working on curved surfaces, you want the density of the mesh to be equal. And the lower the density is, the more pinches and artifacts you get. In the first example I started with a flat surface and curved it with the bend modifier. The second one I started with a 48 sided…
Hey, Shudrum. The first one is perfect. It has a nice and clean quad topology. The second one (optimised) is no good. It works just fine on a flat surface, but if it would be a more complex object with curved surfaces you would have pretty bad pinching going on. Just try to avoid having a lot of triangles when you do HP…
Nah, keep it as an example. My hard-surface workflow is usually to quickly brute-force the surface and then remesh it for a sculpt, so extra faces are never a concern for me as the skin ends up with a lot anyway. It's certainly not the best technique for a traditional/sub-d approach though, just something that gets the job…
Hi guys, how would you model the highlighted part of this grenade, for a hi-poly hard surface model with smooth-mesh-preview/ turbo-smooth/sub-d? (concept by Atomhawk) I mean, in order to get those nice insets (not in line with the cylinder "native" loops!), would you start with a poly cylinder with enough geom +…
You know proboolean is a feature of max and not a separate program right? Also, that said, Look through this thread. Those appear to be cylindrical indention into a relatively flat surface. That kind of geometric intersection is a good 45%+ of this thread.
im trying to model this piece that have this tapered extension at the bottom, when i try to make it give it this taper i get this weird reflections like the surface is uneven so how should i solve this ?
My question what exactly you want to describe the top shape of this object? -->Is it circular or hexagonal? I mean the surface that 2 boxes extrude up from. See 2 cases below: * If it's hexagon, then logically there has to be pinch in transition between hex and circular. (IMO, It's about geometrical rule, where the angle…
So this a little weird and out of the subject area, forgive me... Imagine I have a compound curve mesh like a bowl and the walls of the bowl have a varying thickness. Say I wanted to unfold this bowl flat, as one would for papercraft, but wanted to retain the thickness of the walls. Is there a software, a script, anything…
Hello. I have something to ask, but in the case of the shape of the image below, where should I put the support edge? I plan to apply a subdivision surface to this mesh. I feel that the area marked with a red circle is particularly difficult.
I don't know why it didn't occur to me to try a flat surface. The reference I'm using also isn't very clear on this pipe section, so I'm sure it also won't be an issue as well. Thanks!