Indeed it makes sense WarrenM, thanks for the reply! I found this post by perna too that explains the edge flow that should be used for these cases which is also a great help. http://www.polycount.com/forum/showpost.php?p=2027449&postcount=8
Hi, I want to ask about problem - uneven smooth in curve part of object: Is this flower-shape thing start incorrectly from beginning cage? Or I use wrong edge flows where the holes appears in the curve surface?... Thanks for reading.
Maybe I am taking the concept to literally, but I kinda like the way it looks now and I am planning to keep the edge clean so I don't think the polygon flow will matter since I wont add any detail on that curve.
Followed Perna's edge flow setup pretty well however. Did the initial block out first as he suggested, then matched the number of segments. I then took that same blockout and used Boolean subtraction on it then tweaked the verts. Worked out well I'd say.
I'm tripping over my own mouse clicks trying to get this piece to look like it belongs on an aircraft. How can I get the tail-piece to have a better curve, yet hard edges where necessary, while balancing edge flow where the body begins and carrying extra geometry to the body so it can have a softer curve. Should they be…
Ended up going straightforward, and not using a boolean. But I followed the edge flow of Nam's model after he/she used the boolean. So, thanks for that Nam! I was having a tough time getting the curve on the cutout to look right, while keeping the front edge sharp underneath, and rounded on top. Overall, it was a great…
The circled red bit is giving me a headache... Any help would be greatly appreciated.. I first thought of chamfering it, but that didnt work out properly. I'm Using 3ds Max 2010 EDIT: THe edge flow has since been improved, but it's still pissing me off..
Ok maybe not the best way but what i could manage in 2.5 hrs. My advice would be to nail the basic shape first, pay attention to edge flow and everything else will fall into place.You can find the obj file here,, hope it helps http://www.filedropper.com/knight [IMG][/img] [IMG][/img] [IMG][/img]
Thanks tynew, I was thinking I prolly needed to run that initial support edge coming fron the flat front inset down the vertical instead of running horizontal like I have mine now. I obviously just need more geo. Also, I try to stay all quad, but how important is it really if you have some tri's if we are just baking down…
@MaX_On Specifically! wrong place to ask on a subd modeling dedicated thread. ....but as always google is definitely your friend : https://www.google.com/search?client=firefox-b-d&q=game+asset+creation+tutorials or alternatively innovative game prop pipeline, implementing CAD -> Rounded Edge Shader therefore by-passing…