@EosOfOrcus either option is certainly viable and in my opinion it's just a matter of personal preference which solution would be the more applicable in terms of utilising other pipeline processes, if the intent here is for additional development of your referenced object - good work.
Well, I haven't really attempted anything. I have kind of an idea of what I could try, but other than that I'm stumped. I'm thinking maybe attach these two objects, and weld some vertices together along the top?
Thanks imad and perna! Very educational, I see I was probably overthinking. Imad: how did you control the spacing between the three pieces? Did you start with a single object and cut out the gap? Thanks again guys
One of my teachers said 'always model from primitive objects'. So I have ever since. http://img41.imageshack.us/img41/9397/charconcept1.jpg http://img841.imageshack.us/img841/6429/porsch.jpg Always listen to your teachers.
desktoppirate i would say off hand that you need more geo going lonways around the object.. I would also post a smooth version so we can see where its causing you problems after smoothing
Hi, I want to ask about problem - uneven smooth in curve part of object: Is this flower-shape thing start incorrectly from beginning cage? Or I use wrong edge flows where the holes appears in the curve surface?... Thanks for reading.
Most likely a question that's been resolved on more occasions in this thread than I've had hot dinners. So at a glance there's not enough faces to preserve the shape via a cylindrical object. (checkout bottom of page 149, more useful advice from @EarthQuake)
Create a rough basemesh first, dont try to model only one part first. Something like this should be a good start. Just subdivide it, add some bevels and split it in parts. But first you need to get the basic shape of the object done.
@S3nsej - normally it appear when you model on an extremely huge object. I suggest you model it on the correct scale (and units) or if that's not an option u can turn on the viewport clipping and slightly shift the top slider down and bottom slider up a bit.
@dm3d You are already beveling the outer ring on this object, why not bevel the fanning edges as well instead of pinching them? You can use less polygons this way and you probably do not even need to subdivide, as it will give pretty good results.