@julienayheva At first glance, it doesn't look like a real life object since there's a lot of weird shading, shapes, and proportions that aren't found in most modern printers. If you're recreating a 3D model, you'll have to rely on the render/screenshot shading, however strange it may seem due to incomplete smoothing…
You need a break/seam in the UV islands each time you create a hard edge with the smoothing groups. If you do not want to do this, like in your example, then make sure the whole cube is in one smoothing group. It will look ridiculous, but the Normal map will correct it. However, this isn't the best practice in my opinion.…
i would do it like this, i know the result isn't clean at the end, but that's because i was too lazy to finish up because you can get the idea. it's not the cleanest quad distribution either, but i usually don't care so long as it works. rotate a square for step one connect after making a selection symmetry modifier and…
I tend to model stuff how it's build in real life - sometimes there's areas where it's convenient to keep them as the same sub-object. For example if I was building a simple Logitech Mouse - I'd build the body of the mouse as one sub-object, the scrolwlwheel as another sub-object, then the cord as its own sub-object -…
you probably won't see it in the baked normal map. Ok I've got a general question, recently my workflow have changed, I have never worked on a higher subd (turbosmoothed mesh) and I always tried to add more edge loops on the first division (and it killed me to do that without pinches), but now I don't, these days I can…
In Maya I just take a cube and Bevel the edges with the Offset (Fraction if you're in 2015) set to the maximum value, and with Merge Vertex on. It's not 100% perfect, more like 95%, but good enough for modeling. Actually, here is some MEL I just quickly slapped together. 2015:polyCube -sx 1 -sy 1 -sz 1 -n…
@ANAFREE Aregvan is correct: the smoothing artifact is caused by overlapping geometry and modeling this type of surface detail as a separate piece of floating geometry will be more efficient than trying to blend everything together into a watertight mesh. There's an extra edge loop that runs between the primary support…
@LouisMarshall Glad the post was helpful. When trying to minimize smoothing based subdivision artifacts, like pinching and stretching, there's two basic strategies that tend to work well with existing geometry: averaging out the differences between the shapes over a wider [preferably flatter] area or constraining the…
huffer : "Who would send a file in with an uncollapsed stack? If you're done and ready to send you collapse or delete history, it's basic. That's more like a rookie mistake than using Edit Polys in the stack." Sometimes clients like to give feedback by editing themselves the model instead of paintovers or whatever, its…
Hey there! Just registered. Mainly for this topic. I don't model too much because i don't really have any motivation. And when i do, all i gain in the end is just a lot of frustration. My latest creastion was a "key". Well it looks like a key, but it's actually a piece of shit. It's incomplete and messed up topology-wise.…