Someone tell me how to model dem shapes. How do I connect anything 45 degrees sucks. Maybe I just need to think bigger, bigger grid. All fit perfectly into squares you know? Trying to do something similar to the ODST New Mombasa roads.
After you have insetted, extruded and scale your model to you liking you may rotate it 45 degree in the viewport and switching to orthogrphic view and then have a look into the bisect tool.. after pinning all UVs a simple edge selection and mkae face (with thr F2 addon) will also add correspondending UVs.. now this…
Hey buddy, this is a nice practice in studying your references properly and planning it out. As seen below: You have two repeating patterns of spoke A and spoke B. 4 of each, 8 in total. Two axises can be mirrored using symmetry, so 3/4ths of this can be ignored. One additional symmetry can be placed at the center of the B…
Speaking of ropes.... Here's a little something that I find handy sometimes... It can be used on any mesh. It will also automatically double the tri count and turn your mesh in to all quads, rotated 45 degrees :P It's very easy to make a script that does these steps. Edit: Resized the image... it was too big...
Okay, so I'm trying to cut a shape into a cylinder. First attempt was just cutting straight into it, didn't think it was going to look right to be honest. Second attempt was creating it on a plane and then trying to ways to create a cylinder. First was just using a bend modifier, didn't work. Second was angling each…
I don't know what software you're using, but to my knowledge there is no "unsubdivide" tool in Maya, which is the software I'm using. Is there a way to do the same thing in Maya without too much hassle? I could probably do it by subdividing a plane, rotating it 45 degrees, removing the corners and use a bend deformer to…
I made a hard edged pipe shape by going vert by vert and matching the y and z axis. However i assumed it would be a simple case of 'grab the cap and rotate 45 degrees and merge. It wasn't. The rotation collapsed the shape Does anyone have any maya techniques to quickly achieve hard edged pipes? Felt like I took the long…
I think a lot of the difficulty is coming from there being 3 over lapping shape ideas. The functional 2 circles of different sizes meeting at 90 degrees, what's being suggested by the the outer ribs, and the inset detail. I'd suggest model the ends before where it bends and transitions, then separate out the ribs and the…
I would personally model 2 sets of patterns with bevels instead of subd > trim with either a shape with the outline (ie proboolean)> fix ngons> add smooth modifier set to around between 30-45> bake Normal map. The pattern to the right side. I would model the stripes with proper smoothing first> then use ffd box to match…
I dont really know too much about lighting so far.. still in the learning stage. Any tips? And I try to make them pretty even, I know if they arent they wont smooth the same on both sides. And I NEED to make a lowpoly from this. I have to make about 8 different models of this, normal, exploded, and certain parts damaged…