Yeah. Going to explain a bit better right now. Sorry, i don't have time to type out the text between clases here. It goes something like: Define edge Extrude Make planar Cap Delete original extrusion Make the created poly(with the same number of points) the shape you need bridge Add loops Push them out a bit to force a…
Ah!...missed this one, bit late with a reply. So just a thought for future reference, I'm a great believer in keeping things simple because...well I think pre-empts unnecessary reedits down the track. Now even though your approach works, my suggestion is to basically sketch out those insets such as directional light and…
hey guys, i want to model this sword in 3ds max: but i got several problems. i started from a plane and defined the silhouette. after it i added several loops and gave the sword a curvy form with an ffd 3x3 modifier. then i inset all faces and draged them out to get some thickness and used a symetrie modifier to get both…
Hello Polycount Forum, I was wondering if you could give me a hint on the best way to cut out a shape like this in a curved surface like a cylinder whitout deforming it. This is suppose to be a chrome material so any deformation in the vertex shows up easy :/ I tried to do it from a low poly cylinder runnnig some insets in…
You're right, thanks perna. I'll have to keep experimenting and testing with more meshes to understand what works and what doesn't. I already understand manual support loops and it's been a lazy and time-wasting workflow to fall back on due to my own shortcomings. Do you ever manually tweak your insets/loops after the mods…
@miners It kind of looks like there's a step between some of the parts which suggest they're separate pieces. If that's the case then it would be easier to model the parts individually. Is it some kind of stamped metal shroud? For the mesh you already have: the simplest solution is to run an inset on the flat area, merge…
@headachedotpng Thank you for sharing these resources. I have a question about this process. It's very fast and there's no cleanup but the topology seems to cause problems when it's subdivided. Any thoughts on how to resolve these edge flow problems or another way to use the same process to end up with an edge flow similar…
@IronLover64 Blender is quite basic making bevels, and has too many flaws, it can't do "extra mitering" like in modo for example. So you will need to work in one part of the mesh, and work with tiles and "arrays" in blender. With modo all this is quite simple an easy, but we still need to work on the topology. If you are…
Here I go with the solution I have used - I did lowpoly for required shape, then duplicated that shape and connected edges. Afterwards I used inset and moved faces constrained to axis. I did a plane shape like this, whichô was quite easy. The harder part came in bending the shape into box shape. I had to do some cleanup,…
@perna The edge with the boolean cut-out, the one circled in the image from the post above. I was really hoping that some features in Max is implemented in Maya. Like the Quad-chamfer for edges instead of Bevel and Shell for thickness instead of Extrude because it gives you more control in my opinion. I need practice in…