Hey there, New to the subD pimp game. Ref: SubD: SubD/Wireframe: Single Piece: Questions: - How can I make this better? - Do I close off border edges with SubD, and reconcile the edges back into the model? Thanks!
Hiya, not-really-a-shape-but-a-technical-max-question here I'm aware that I can constrain vertex movement along the edges they're connected to, but this vertex is at a border, and I want to move it in red direction, which is equal to purple's angle.
You are making things to complicate here... basically the trick is to add an extra fin border that no one will see. From here just duplicate array, also don't forget to match points at the end and at the start of the piece you duplicate-array...
Making the Halo 4 BR I see. That surface looks flat, so you can get away with incorporating it without much consideration into topology. just make a hole, and bridge the border edges. adjust for any weird overlap after turbosmooth.
Because there are three holes i would suggest making life easier and choosing an outer cylinder with edges divisible/divadable by three.. for example 15.. i also took 15 for the inner cylinders because the angle fits better.. (here centered on the top border).
thanks, that help a lot sometime in border mode max select the edges are not open at all, and edit mesh modifier seem to fix that too, I guess it's another odd thing of max could fix by edit mesh, edit poly and reset X-form :))
So, is there any way for me to do this and not die of misery or old age?... I want to cap all the holes in that model in the manner shown below... I'm only demonstrating on one set of edges/borders, but i want to cap all the other ones too, any thoughts?
Minor Advice needed. (Using Maya v2012) I have 4 ways in mind but i hate trying them all to see which would be quick and give the best result So i ask how would anyone here tackle Modeling the design within the red borders
Seems like you have it creased on the borders of the handle, and when the creased edge meets its uncreased brother on the cup the subdivided geo bends inward. If you want the handle to have a rectangular cross section Im guessing you need to add some support loops and ditch the creasing
Dliskovecjr, One way is to start with a hemisphere and move alternating border verts in Z. Then you can edit the mesh as needed for the details. The fluted pieces can be started by extracting a spline from some of the edges of the mesh. My example is pretty simple, so you may need 'moar geo' for yours.