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…
Because generally, whenever I try to do boolean ops with objects that have faces that coincide, sometimes the operation will create bad, super thin faces that force me to just delete the whole area and bridge/cap. So I guess I've grown used to avoid that, and prefer to just bool stuff that doesn't snap exactly at the same…
This is what I get for trying to do how per do :shifty: All I can say is: That's why I never use a stack. There's no wondering what's happening with the mesh, there's no "magic". There is also nothing to miss if I have to move back to Maya, Or choose to switch to Modo. Ya'll keep hittin it with the stack, I'll keep hittin…
@perna Exactly, it's a lack of confidence in workflow. Part of it is me thinking that I need to switch from maya to 3ds max to do better hardsurface modeling. The other part is feeling that I could have found a better more efficient modeling process besides just "drag vertices with the move tool and make an estimation" and…
Change your pivot point to median, which will average out alignment for the selected vertex points when inset but IMO I don't think that region of the drawing would have a panel, seems to me more like a design for a decal?! I'd also suggest persistence if this is a learning exercise, because best practice fundamentals are…
Hi, I am wondering the best way to extrude this pipe turn's ring along the pipe without creating hidden poly inside the ring. This is a single piece of mesh. I can think of a few ways to do this but none of them seem elegant: either I will have to delete some pipe polys and bridge again, or I have to move edge or add edge…
Actually I applied my smooth as I thought it looked good and then moved on. Your picture is what my preview smooth looked like and then after applying it I noticed the errors.. Im curious to what your geo looked like before you preview smoothed it. This is what my low poly looked like (I pressed 3 to preview, looked good,…
Hey guys, here I have basic question in Blender, which is giving me headache for past 2 hours. How do I model bending on this wall ? I used to do this in Max, there was an option to move gizmo, which solved it. But seems blender is only capable of blending to circle. Even simple deform modifier didnt do the trick as it was…
Unless I'm mistaken, trying to make a non-axis-aligned face planar by eye is not humanly possible... Yes! It's MODO 801. I tried this method before with a different model and it did make the selected surface planar but it also made some surrounding faces non-planar because of the way it moved the vertices around. Is there…
Gee, I feel like I post a ton of silly questions here... Oh well! I have yet another problem. This area is supposed to be smooth, but the shading looks weird and lumpy, probably because of the poles. Could someone show how I should make the topology to avoid these issues? The shading problem really doesn't come across very…