The shape is super-simple. Let's assume the reference is facing the Z axis. You have a profile with visible finger indents, that you extruded along Z axis. Cut the shape along its Z symmetry, now you have a triple profile with finger indents. Leave the central one alone and move the extreme ones back along the X axis.
The second one one the left is kinda easy too(at least in max) 1.Make geosphere icosaeder with 2 segments 2.Select all verts and save selection 3.Tesselate once 4.load vert selection and invert it 5.Turn every invisible Edge (6.Chamfer all edges a little bit if needed) And the first one on the right is kinda easy too: 1.…
There isn't a NEVER do this or ALWAYS do that sort of rule here but A solid mesh pros: Uses less uv space Generally will look better(less aliasing from a ton of separate chunks) Waste less geometry on faces that will never be seen, this is also important. If your mesh has 30 separate chunks to save geometry, but 20% of the…
Thanks, I used make planar and used an inset on the faces and came up with this result, adding in some supports to bring the poles in seemed to be solution. Problem 2 has been solved too I think my issue was also caused in part by using double turbo smooth, Topo changes below in case ever helps anyone else - picture before…
I dont think you can create a perfect Hexagone sphere. @SnowInChina example is the way to go though! So shift+A and use an ICO sphere and subd. Once. apply modifier and select one vertics in the middle of the hexagon and shift+g = amount of adjacent faces. And delete those. Now repeat for all the unwanted vertices.…
You can extrude along a curve for those. You can find that option if you open the extrude options dialog. Make a curve snapped to the center vert at the origin and then use an ortho view to snap the rest of the points in and snap the last one to the center of the faces you want it to connect to. If you want it to be a…
That is definately a good approach ! But for something like that i would go simpler without even using booleans. Starting from a 6 sided cilinder , adding a vertex on the mid of the fron edges, move them to reach the cilindrical position and then just extrude teh faces. Its less geo, clean and incase you need to carve…
Right. That terminology is probably universal and I'm just unaware. Quadsphere then. Oh and for anyone using modo, you can do the same as Mark Dygert suggests but use background constraint in place of the sphereify modifier (there are sphereify scripts but I can't recall having much luck with them), simply scale your…
As you can see, the top part of my model looks like complete crap. I thought about approaching it by modeling it as a flat surface, and then using a bend modifier, honestly thought that would've been the best way :(. Then I thought about using a tube and cutting the faces to try to make the shape that way... Doesn't look…
@FrankPolygon Hey Frank, thanks for the extensive answer. I'm pretty new to modelling and I have to admit that after reading the answer 5 times or so, I still don't quite understand everything. :) While I have managed to reconstruct something that leads to similar results, it feels like a trial-and-error approach to get…