Thanks guys for your help.... really appreciated. @ Wirrexx, can you please show inside creasing view... wanna see the cuts how you gave but looks nice. thanks. I am trying hot air balloon... which looks like this...basic shape which some triangles. any idea how can I fix these triangles, have to add some more vertical…
Hey all, I've been having issues modeling the hull of this ship. I have the rear portion roughed out, but I'm not sure whether to just extrude those border edges and make them the hull or build it separately and try to get it to match up. I'm also noticing banding across the hull, but can't tell if it's strictly horizontal…
Try changing its rotation values on the Channel Box, or manually with the Rotate Tool, to see which is the correct axis. If you don't look at your model from different angles you'll never find the problem. Quick solution: Select those vertices, and slightly drag them out. You can make other minor correction on the front…
Just model them seperatley and place them where they need to go. That is also where the hand of the character would go in a first person view, so slight imperfections where the ribs and the body meet will either not show up due to resolution in your maps, or would be obscured 99% of the time. Just keep em separate. The…
so this question comes up very often, going back a few pages would show you atleast 100 of solutions to this. The secret to this kind of models are to firstly model the curve, without doing the indend/cut. When you are happy with how the curve is flowing, subd a couple of times so your mesh has enough support edges that…
Dan, try these edges, its a bit crude i.e. you would want to tidy the edges up as opposed to have them running all round the edge ring but this should support that front edge and define it better. If your still having problems you might have two vertices overlapping in there, i downloaded your mesh from your wip thread and…
Will also point out that even If one would assume It's just an example, It's just not accuracy , In this context we have curvature and a hole ... In your just straight cubes , I know you can make it clean , the point is result on my part , and the fact I don't like to stress U (horizontal direction) and V neither…
1. Create a grid 2. Create a cylinder and try to match it up with the grid. By doing this you will have less geo to cleanup in the end. 3. Boolean! 4. Deform the resulting object by a lattice and weld some of the vertices to give a nice subd-topology. As said before, there is no reson for trying to do it without a…
Sorry, for some reason my thanks was not posted, so I've posted it now above, albeit very, very late. So again my apologies. I don't take advice and help for granted. I have a quick question regarding my process (should be v simple) Let's say I have the top and bottom vertex where I need them, and I want all the vertices…
Hey guys! First time posting here so I'm sorry if this has been asked and answered before buut I'm having a real hard time producing a good looking result cutting details into curved surfaces like so: . I've tried a few different methods, and haven't really come up with a satisfactory solution. Shape I'm going for has a…