Hi everyone I'm trying to model a leg of a Lego figure. There are 2 drills there, one of which is on a curved surface, and the other on a flat surface. A dril in the curved surface has details like bumps and other surfaces. I got problem in the bevel part i try to keep the topology clean and Quad. Can someone help me?
Sorry I should have qualified my question better. I meant going from my original picture to this: I usually do this by extruding the edge to point 2 grid line intersects, and use multi-cut tool to cut out the extra part. I was wondering there are any faster options:
Check this out, its not perfect but with some adjustments it could do the work. 1. Make a cylinder with square subdivisions. 2. Chamfer all the verts and weld. 3. Extrude and bevel by polygon all faces. 4. Add supporting edges as you wish. 5. Add turbosmooth. 6. Add bend modifier.
Check: Digital Tutors – Tips for Modeling Complex Shapes in Maya Digital Tutors – Professional Tips for Modeling Complex Shapes Part 2 Digital Tutors – Professional Tips for Modeling Complex Shapes: Part 3 Digital Tutors – Professional Tips for Modeling Complex Shapes: Part 4 Help you a lot
Took the last 2 days to try out multiple models that were shown here and on pinterest So i wanted to say thanks for all the great tips, had a blast trying out all the different Models If anyone wants some of them feel free, it's only fair to give back a bit. model
Easiest option would be to use more geometry on the other half and match the number of loops. It'll save you a lot more time not trying to reduce geometry that doesn't need to be reduced. You can also merge the miss matched edges on that flat shelf between the 2 parts using an edge loop going around in the middle.
I've a question about sub-d modeling 2 intersection tubes (contains hole, not solid cylinder). (I saw in another page, EQ or someone give tip for solid cylinder but not inside). A proper/clean way to make it? How. I manage to make it but takes some time to manually slide, cut some faces and weld/collapse vertices (and…
i gave it a quick try, the outer shape itself isn't much of a problem, i made 2 mistakes here, i ignored the circular shape of the inner cuts and i totally ignored the fact that on the centerline my inset won't work due to beeing mirrored so there is a shading error, which can easily be removed by removing the centerline i…
how can I go about fixing the topology, I did create the primary shape first then I boolean the shape out, I had to move the geometry to fix the boolean please keep in mind I'm fairly new to modelling this is my first attempt at a big model, been working on this model for about 2 months
It quite worked for me; at the second try, I managed to obtain a good mesh, pretty close to the original; My workflow was: 1) Global shape; 2) Negative model of the holes (perpendicular to the chair surface); 3) Boolean subtraction of the holes; 4) Clean up of the geometry (this was the worst part of the work); 5) Shell…