Uh, I tried cutting it in using boolean but it doesn't give that smooth transition (as they surfaces don't line up. And I can't subd it because it creates more useless verts than I care to clean up. The below image demonstrates the difference:
Yes, in the first step of the image: the darker grey cylinders extruding out of the fender where additive booleans into a "duplicate" of the fender geo, then afterwards the lighter grey cylinders were subtracted. Give it a go and then post your results if you need more help :)
Hi! So I have been struggling with this for a while and figured it is time to reach out for help! What I get from the image and reference is that number 1) is an eclipse shape and 2) is a perfectly round cylinder. They both meet at 90 degree turned angel. Any suggestions on how to approach this?
Hey now, I want quick answers too. That's why I made that collection, and told people about it. I don't want to navigate a massive thread to find only a single solution. When people answer repeat questions with "this has been answered, go back 50 pages" it reveals to me that the knowledgeable don't want to navigate this…
Is this the best way to approach a square inset with hard corners on a cylinder? Or are there any other methods/techniques that produce the same result? I just can't find the other comments with image/.gif solutions regarding about square insets on curved surfaces. Thanks in advance.
this upper image, this is what i got as a base when I apply crease on the hard edges I got a pinching and I don't know how to overcome those (see below): I would be happy if anyone can give me an advice, thank you
Sorry for the double posting, but... here's another screw. This time it's a 5 node security screw. I thought it looked nice, so there it goes.. Anyway, back to work. This is the image I used as source: (the one in the middle). It didn't seem to have as much depth as the Phillips one.
Depends on your geometry budget, and your target engine. Also consider the significance of the prop/model and the size it will occupy in the world. The smaller it is on screen the lower poly count you can get away with. Posting images would help us provide a more clear answer :)
first of all i would run that image through shoebox by RenderHJS to create a planar version of it. Then i would just trace it. The shape of the door is pretty simple actually. Just create the baseshape, make sure it has enough support geo and then cut our the windows
Hey guys... This is really bugging me its really simple but i cant get my head around it?! The image is really self explantory. Trying to make a protein shake lid but im struggling on how to sharper the areas highlighted in orange without distorting another area,