Ok so i ended up modeling a similar thing last night, and i'll explain a little what u did. I started off with a cylinder that was 36 sided I added some cuts in at one end to retain the shape of the curve Then i removed every 4 edges, leaving 2 inbetween. This becomes the basis for your flat areas. After you have this, its…
@perna @"Pedro Amorim" thanks for your replies. indeed sometimes something quite simple is sitting right in front of you , I had to look at it upside down :-). anyways, made first progess by working with a rotated sphere, the using extrude on some of the isolines to create the "holes"/slats. However, still looking at a few…
@@ArcticTauntaun Is there a specific reason why this shape can't be made with booleans and must be all quads? Yes it's possible to do this using old school techniques but it's all manual operations that mimic the results without the speed advantage of booleans. It's also possible to keep the mesh all quads but that…
Bear with me, i fucked up the shape (no ref used) But. 1. Create the main shapes that define your object 2. Create the part that will be subtracted or added to your primary shapes. For ex. The big cylinder in the middle is to cut a curve into the base big rectangular shape. However the spherical shape (the sphere that is…
I often work with concept artists that start with 3D as a base. They push, pull, drag and deform their blockout meshes like crazy. I want to use these meshes, but they have a metric ton of these shapes. My solution: Use a script that can set a face to be planar from a whole selection of faces. Bind this to a key you can…
I apologize if this has been covered in this post, there's alot to go through. I've been spinning my wheels over this for a bit and I'm looking for a cleaner approach and solution. So my issue is supporting the inside bottom edge on both cut outs on my model. Some issue's I've run into when trouble shooting: More geo -…
Not going to attempt it since it would be really time consuming at the moment, but it looks like it's layered. So what I'd probably do is model the whole thing flat first. Cut the various different shapes in, and add support loops. Once you've added support loops, add some thickness (Shell Modifier in 3D Studio Max) then…
Hey guys,ive got this very specific modelling issue. I guess most of you know Grant Warwick and his shaderball he did for the courses provided. Well ive tried remodelling it and cant get around one detail which is still bugging. Its on the picture in the red circle,its this corner of this edges,i wonder how to get smooth…
@guitarguy00 In the previous example: the base sphere has 12 rings with 24 segments and the subtracted sphere has 22 rings with 28 segments. Both quad sphere and UV sphere intersections tend to produce topology that requires some additional clean up. Minor differences in scale and position often prevent the perfect…
@martianlion Modeling the complex shapes of cabinet inlays flat then deforming them into shape can be a good option. A lot depends on what the final model will be used for and how accurate the details need to be. A couple of other options would be to use floating geometry or to create a clean high poly of the basic shape…