@perandall not sure what exactly your question is but I suppose you're talking about pinching artifacts caused by uneven spaced loops ? If so enable loop tools addon under blender preference > select the row of edges you wanna space like this > loop tools > space. You can also add an extra softness by using the relax…
Heres a quick mockup, just need to mess with the settings abit more to get equal spacing. Don't mind the spelling error. :D Not a regular max user, but i think theres a modifier called 'normalise' that will enable you to space out the points of a curve to eliminate the stretching.
Now here's a technical question for you guys to cheer you up a bit! It really bothered me many times today. Does anyone happen to know if there's an option in 3ds max that makes the program crash in the most inappropriate moments and is enabled by default? If yes, please let me know how to turn it off. Thanks.
Viewport Clipping. Right click on the plus next to [perspective] on the top left of the viewport (or maybe the perspective itself) and then enable the viewport clipping. You'll see a yellow line on the right of your viewport and two triangles. move the bottom one for like 1mm to top that'll fix it. Search for viewport…
Another problem is that your edge width is not even. They are wider at the top and tighter at the bottom. To get a nice smoothing these need to be equal. This will also bake better if you want to make a lowpoly out of it in the end. Ahh and the lightning is terrible, I guess this is the "cool" two-point lightning setup…
Out of the box, 3dsmax doesn't make a "Quadsphere". But there are a few scripts that enable you to make them. http://www.scriptspot.com/3ds-max/scripts/quadsphere http://www.scriptspot.com/3ds-max/scripts/quad-primitives http://www.polytools3d.com/tools/quadsphere/ At the end of the day you really don't need a script, just…
This, in answer too your question. And to elaborate, it's really a fundamental tenet of subd modeling, that essentially an optimized blocked out base mesh from the very outset will to a large extent, mitigate unnecessary editing as the given object is progressively defined whether hard surface or indeed for that matter…
If it looks good when smoothed and those poles don't show up, then you can leave it as it is. Use a high gloss material so that surface highlights show more obviously and will enable you to spot bad smoothing more easily. If you don't want the poles to impact your smoothing, you could add another edge loop and weld your…
I jumped straight to 3:10 (soundlessly) and didn't watch any further, so let me know if I'm showing a solution to the wrong part or something. B) 1. Set the cursor to the center of the sphere and add an empty. 2. Add a Mirror Modifier to the sphere, enable Bisect X and set the empty as the Mirror Object. 3. Rotate empty.…
Hi. The cylinder of this revolver is giving me trouble. The method I was using to make it was to create my details on a plane (the concaves, and locks), use an array to duplicate 6 times and make it circular by curving with a circle curve. The main problem I'm having is that the supporting geometry for the details is…