First of all, as said many times before, the idea of the thread is that you post your own efforts first and not just post "how do I model this" questions. Second, I'd say get some good reference, really nice close-up image of the area. It's quite hard to see in this picture. Then realize that the object you highlighted is…
Hey hi everyone, thought this place would be the right one for this question, didnt feel like creating a new subject just for that - tell me if im wrong So I am switching back to Max after a while rolling with Maya, and I can't find anymore the way to isolate your poly/element selection (equivalent to ctrl+1 in maya). Not…
Strangely enough the crease is and always has been on 0. I tried exporting and reimporting an fbx/obj and the mesh topo goes crazy or creates extra verts on every edge. What fixed it to a degree was having a chamfer, which confuses me as that should only tighten the edges even more: The same problem is also happening to…
Hello, I am newb, I'm trying to teach myself how to model. Starting REALLY Simple. When making an object, that is going to get rigged, what pattern of triangle should I use? Left is what I'm currently working on, Right is some MGS mooks I grabbed for reference on what a basic character mesh should look like. I noticed the…
You need to increase the number of sides for the object so that it can support the details without pinching. Increase the number of sides so that each side is around the same size as the support loops that you have now and it won't pinch any more. :)
Ok, I got one. I've got to do some rope-style trim on a part. Whats the best way to go about this? This is kinda what I'm trying to do, only I'm wrapping my "rope" around a cylindrical object.
Float. definitely. If its two peices in real life, No point in making it a single piece in 3d. Even though it may be permanently adhered, That black piece was its own object at one point. So you could treat it as such and be just fine.
its easier to make a seperate object than to mess with mesh flow on two pieces that might not merge properly. merging them together for the bake makes things a lot easier to bake. also xnormal for baking generally yields better results.
If floaters aren't the way to go for this model, the density can be kept localized by keeping the panels for controls and ports as separate meshes. One flat plane for the panel resting under the lip of the main object. Plus half of those shapes are copy/paste.
you could move the pivot of one fan blade, placed at the beginning of the depressed area, to the center of the object(more specifically the center of the round detail in the middle of the concept) then go ahead and experiment with "x" amount to dup....until you get it right.