Also a little trick for shaping new polygons. Select all the vertices of your object and do hide selected. Then go into edge mode, and add the new edges you need. Especially in cases where you need to improve roundness of a cylinder you could add an edge in between all existing edges. Then go back to vertex mode, and now…
Cool! Thx! I even disabled those graphite toolset, thought it was just a 'visual duplicate' of common Max-tools. lol 'Straighten loop' does the job for me! Is there a way to choose the 'slope' of that edge-loop? So I can adjust it without changing the Y-position of my vertices? Or do I just have to put my vertices in the…
Thank you for your answer! No problem at all. This model isn't for bake. Despite this, what do you think about the number of vertical loops? In my opinion, 72 loops for such cylinder is too much, but without them, the shading looks really ugly.
yeah it's a mess....for one smoothing group there's a ton of redundant vertices all over the place, probably better off just clearing custom normals then manually cull instead of solely rely upon an automated operation like decimate?! hmm....I'll post back with a result after I skim that file!
Easiest way to do that sign would be this: Draw out a cube over the largest rectangle (top left corner to bottom right corner where the red dot by the N is saloon is). Cut vertically down on both sides and extrude out the second rectangle shape. Now make a cut vertically down the middle, move the bottom edges out and bevel…
Would help to see the actual topology, but without knowing anything I would advise you to check for double vertices/edges (i.e. verts/edges sitting on top of each other).
can you post more of your mesh and what it is flowing into, as to why you have so many vertical edges but off the top of my head, more horizontal edges or bending is the way to go
A hell yea for square circles method, it's much faster than boolean ops. ps: Shouldn't meshsmooth work the same in all applications? Multiplying by a power of 2 and averaging distances based on existing vertices...
Hey! What's the best way of doing this? I suppose boolean is a bad method. I tried doing it manually, by moving around the vertices until it's a circle. But I just get a lot of errors. Thanks in advance!
The handle itself tapers towards the end of the tip. Doesn't look like your model reflects that. Also that corner appears to be more rounded, especially at the top and bottom. So you cold pull those vertices away from the corner.