Great example there, EQ, well worth pointing out that a lot of the time it doesn't need to be perfect... I reckon 3d artists (myself included) spend too much of their time zoomed right in when the end result will never, ever be seen that close in the final render or game! Ridiculous!
The circled red bit is giving me a headache... Any help would be greatly appreciated.. I first thought of chamfering it, but that didnt work out properly. I'm Using 3ds Max 2010 EDIT: THe edge flow has since been improved, but it's still pissing me off..
I'm trying to find a good way of adding supporting loops without affecting the round shape. The build end tool (3ds max) sort of works for the top one but I can't find a way to solve the bottom one. Maybe someone knows a good or better way to solve it?
study the guys who do this great. you will not be able to translate this 1:1 into 3d as the reference doesn't care about correct perspective from any angle. https://sketchfab.com/search?q=anime just searching anime on sketchfab gives you a ton of reference to check out :)
Hey guys! New to the forums, thought this would be a good place to see how everyone would approach this. A small backstory, I like to model stuff in 3D and when things aren't busy I find objects throughout my day to model, in this case, a water bottle top.
Getting back into modelling so tried this smoke launcher shape. Would like to know any faster way of doing such mesh fusion type stuff in 3ds max and if my support loops fall into planar and efficient category. The one on far left gets the job done for me.
http://www.pullin-shapes.co.uk/page8.htm roadkill unwrapper. after using it, you will wonder why in the world you used max or maya or w/e to unwrap. just unwrap in roadkill by selecting with edges you want to cut, then adjust the uv pieces in your 3d program to your liking.
@ Jocose: i am using 3Ds max and i think i may have found a way but i am not home to try it out so once i get home i will try and post it for others to see or come up with a better way of doing it thanks fr the reply.
Hi all, noticed this slight pinching in default 3ds max viewport while doing my practice using the methods shown in this thread. I know its the perfectionist in me killing it, 3d programs like max and maya are not cad tools however just need some advice on this that should I just let it go or is there some other way on…
Perna, bitmap: I'm still not sure what you guys are talking about. I'm a 3ds max user which is probably why. Is this a method only possible with Modo, or would aligning the verts on the edge to another sub-d surface (using polyboost tools) give me essentially the same results?