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!
How would I get some nice abstract details on a surface that do not compliment it at all? Areas I am talking about are high lighted in red. I am mainly talking about the back area.