@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…
If you are determined and really want to only have quads on that mesh, there are several solutions. This is a quick one. You have to move vertices in order to have an even distribution of geometry, or at least a gradual shift. You can use of average vertex or edit edge flow to automate the process, but you'll have to…
bezier curves could probably rotate that area, haven't used line tool for this sorta situation. Most control/predictability is to just get a flat polygon and apply a shell modifier. Edit the bottom of the stack with preview on to ensure you're getting your result. Shift drag the edge to get more geometry and move it into…
ok first up, you dont need to model all the holes. Only do one and duplicate it all the way down because the model is repetative. 1: Make the diagonal cuts shown by the red lines 2: Chamfer the Blue vertice to make your cylinder 3: You should end up with something looking like the green line 4: Remove the red lines with…
@Lemenus I'd add a vertical edge loop to the middle of those three faces and distribute every edge loop evenly. This is more for making the silhouette of the curvature less jagged. A horizontal edge loop across all of them would probably help more to lessen the artifacts. I mainly recommend modeling a high poly and baking…
@BladeSharpe So what you want to do is nail your curvature first and then put in that hole. Trying to model a curved surface around a hole will usually result in errors in your mesh. A hole is subtraction by nature. It's also a secondary form to the form of the handle which would be your main form. What I've done here is…
I would take a tall rectangle into ZBrush and start painting on the design, and pick up the document and offset it (~/` key I think) (make sure the top and bottom of the rectangle match the top and bottom of the document), then drop it back down and fix the seam. Then take that into your Maya and bend it 360 to a cylinder…
I think there is a misunderstanding. Edge Rings and connect only would work for the most basic box shapes. Im dealing with some more complex geometry, where the edge loops are not equal distance between them nor boxy. Right now I have to select each individual ring separately. Connect and hope the vertices are somewhat…
You've got control edges on the horizontal surface of that little platform at the bottom but not on the vertical faces it's attached to. You also don't have horizontal edges where that other pinch is toward the top. With regard to your edge width being inconsistent: turn edge constraints on and push the offending edge(s)…
@Yerus I'm using Cinema 4D. I did delete the edges and vertices as I understood your explanation. I also ran the Optimize command (similar to Maya's Merge/Cleanup Geometry command). I deleted the middle edge to create a quad, but it created a bump in the geometry when subdivided. Just to make sure it wasn't the Subdivision…