planarity is a new concept for me but while checking the support loops... i realised this deleting the two faces solved the problem. but i guess 8 edges were not enough for the hole, i had to increased the subdiv iteration from 2 to 3.
Hey guys, I need some help modeling the pockets on a pair of pants. Ive tried several iterations but i cant seem to get it right. If anyone can help id appreciate it. The pants pocket should connect to the seam that runs along the sides of the pants. (I noticed this after my attempt so please forgive me with that).…
How do I even begin to model this cover? I understand how to model the outer ridges, but the raised bit in the middle is just throwing me off. Any tips?
I'm quite new to 3D modelling, and I think this might be a bit too advanced for me, but I wanted to try anyways. To the left there is the reference and these are prints from my progress so far. What do you guys think? Any idea on how I might be getting it wrong? It does not feel right for me
I've been struggling past couple days on achieving this velvet fold look, experimenting on Zbrush with dynamic simulation+cloth brushes. The closest I got was manually sculpting folds with the fold brush then smoothing the result but it leaves a lot to be desired. I heard Marvelous Designer would be great at simulating…
Someoen mentioned the edge cease feature of blender the other day.. and i played around with it again... someone has to ue a littel different workflow than the traditional support edges... so i did hit the wanted topolpgy perfectly.. but for a small finger excercise.. if someone is more free in the wanted form then this…
I've been working on learning and understanding hard surface modeling. To learn I decided to model the 2nd Gen Light Cycle from Tron: Legacy. I managed to make the front "wheel" (Well enough for now) and I have a base mesh for the body but I've been trying to cut out the windows in the style of this movie reference image:…
Ups.. black magic of the internet.. now the two images appeared in the first post of this and the one i tried again (where was no "reaction".. also..) Anyway: in blender any edge can be "greased".. meaning the influence of the subdivision is lowered.. so a fully greased model would be visually not subdivided at all.. For…