Hi. Try to fiddle with these things: 1) levels of subdivision; 2) number of segments of Bevel modifier; 3) the amount of bevel. Here is the result I get with subdivision level 2 and 2 segments of the bevel: Is this result good enough? Here is the mesh: Also I used 24 segment cylinders instead of 20 segments, but I don't…
2 methods in modo really 1. Select 2 edges(or more), bridge. if your # of sides are even, you can select a bunch of edges and bridge to get perfect quads etc. by # of sides varied a bit more than i liked so i needed some tris in there 2. Select vertexes and make poly! In modo this is P on the keyboard, im sure other apps…
-I just took a random amount of edges, you will have to work out how many you need for that :p 1) Make a cylinder (having 1 cap segment is helpfull to make the selection) Select 2 edges, skip 2 (or you could do like 2-3, 1-2, depends on what you need) and scale them in as much as is needed 2) remove the top 3) with border…
calen, you could always try to make it really low poly. Without any edge support Import it to Zbrush, amp the HP up without using smoothing 2-3 times, then apply smooth and amp it up 1-2 times.
I'm pretty sure I'm overcomplicated this a shit ton! I've tried using 2 different approaches: 1. model flat, subdiv and bend. 2. model on a cylinder with lots of sides. would love to see a cleaner way of doing this shape, please.
For the last 2 posts, block in the shapes with separate pieces of geo, then you can try to either model those shapes and intersections directly in the model, or you can try to line up edge loops and geo on the two separate parts and merge them together.
so, this time i used max. so just create an helix and add lots of curves, both radius need to be the same. you can turn on, render in viewport, and add like 7 segments for the helix. convert to poly. add a ffd 2*2*2 and select the 4right control points and pull them down. then you can, scale the helix down on all axis, and…