ok, so I ran into another issue while modelling my first car The problem is that I have to blend this part of the fender into cylindrical shape which becomes a headlight. First, I tried to make the fender as a whole and arrange verts into the cylindrical shape. Didn't work out. Then I tried to make a cylinder and blend it…
I'm having trouble with a part. that I don't know what could be the best way to adjust the topology. A, B and C: - No tris nor ngons 1, 2 and 3: - A lot of ngons. The two parts render without artifacts: But the subdivision on the right is a total mess: I tried again the next day in this two are what I came out with: I…
hey guys, i want to model this sword in 3ds max: but i got several problems. i started from a plane and defined the silhouette. after it i added several loops and gave the sword a curvy form with an ffd 3x3 modifier. then i inset all faces and draged them out to get some thickness and used a symetrie modifier to get both…
To add too @FrankPolygon post, a lot of you guys forget that you can use floaters, saves time and is less hassley. * Create your shape * Loops around the area you want to panel * Copy the face you want and "intrude", create support edges (depends on how hard you want them * turbosmooth x 2 and you have the results =) I…
Thanks for the reply! So, I guess you are saying that i should increase the subdivisions on the "cylinder"? Right now it looks something like this So with the horizontal edges so far apart I wouldn't get the same result you have. If I understood this correctly, by how much do you think I should I increase the subdiv (now…
Hi, I use Blender and have been trying to make these diamond shaped spikes (see Figure 1) on the back of this revolver's hammer. So far I haven't been able to find a solution that creates them without causing massive smoothing errors. The final model will be baked down to make a game-ready asset. Figure 1 - Diamond Spikes…
So I just found my personal perfect way of doing this: 1. in edit poly select the section that you want to have diagonal 2. add FFD 2x2x2 modifier 3. Move the upper 4 control points 4. Add another edit poly modifier on top select the upper vertices and move by the same amount 5. Add a symmetry modifier and done Is there a…
Hey guys! Great thread here, thought I'd ask a bit of a question in this forum that I just asked over at cgsociety, sorry for being lazy but I'm just going to post the link to the thread that I started over there. I'm trying to recreate the exhaust manifold on the J-2 Rocket Engine. Let me know if you can think of a good…
here's my demonstration, could gone with less polys, but the thing is, it's a very simple shape and has a very simple solution. Pay careful attention to where you want your support edges, where you need them. And try to fit you're polycount to that. Less is more, but this was Lazy.. doing artstation challenge.. fast. . 1.…
this is my lazy attempt because you did not show exactly what you have done so far. but hey.. keep them squared (not perfectly on my picture, but i just did this in 2 min ) ..so normal boxes turns round when you turbosmooth them without using smoothign groups. splines are good, and could be good for block out, for…