Make a NURBS Circle, make it fit the circular faces at the top of that cylinder thing of yours. Reconstruct those 3 rectangle shapes with CV/EP curves. Project those curves on the NURBS shape, trim away the "holes". You might need to rebuild the surface after that. Then when you are all set, Modify > Convert > NURBS to…
you could create a spiral spline then select the top face of a cylinder and use the "extrude along spline" option in the editable poly tools. I believe that has a taper option whilst you can also control segments, twist and some other things. None of the options are 100% accurate but some will yeild better results that…
Hey people! Every now and then I face a problem of merging three+ edges with bevels of different sizes applied to them. And every time I end up either using booleans as a starter, or I do these corners by hand entirely. But there must be a more elegant solution. Do you guys have any tips how to tackle this?
Intersecting cylinders are found pretty early in the thread. The red faces you have are on a flat plane and will not deform into a smooth cylinder like the green edge loop. http://i.imgur.com/XyKOL4P.png It doesn't look like your larger cylinder has enough edge loops to support its own curvature as well as the topology of…
Thanks Danielmn for spending time to help, it's another way to approach. I'll keep some steps to apply in another model which more complicated. This one I think previous way is fine. sebas, I think in ur example, quad in quad and subdiv at least level3 to make it smooth. (>10500 faces). Another hand, 8sides in quad just…
I think build from the bottom up. There's a hexagonal ring at the bottom of the piece above the moose/deer/etc. Pump that out, then isolate a sixth of it. Duplicate Special, etc so you only edit one bit and the others update nicely. Extrude up and give it a tiny bit of depth. Then grab a corner face and from the bottom do…
Hi all. I am modeling an MP7 and cannot figure out how to move on from this part on the magazine. It is the bottom part where another piece attaches on the lip. Unable to move on from here. I also tried doing a boolean and building off the new faces, but that looked very bad in terms of polygon flow. Any help is…
Thanks for the link! I will try this out, for I have done a tire tread the same way. Here is "adding more Geo" It's pretty much what I need, minus the inner faces which didn't like the edge loops. Still trial and error at this point. Trying out all the different methods you guys are suggesting. Thanks again.
I know there is a cap hole modifier in max( mb theres one for bridge too? not sure dont have max at work) could try to cap all the holes at once then assuming that it auto selects all the capped faces, run triangulate then quadrify. Thats how i would do it in Maya. See if you could replicate this method.
Hello gentlemen. I have a problem i cannot solve for a very long time already. The point is when you do chamfer between perpendicular faces 3ds Max is keeping all edges parrallel, but when it comes to an angle it starts to bring those edges together. Is there any way to keep them parallel? Thank you in advance!