I have tried replicating what you did in the video but it works fine for me. Maybe try resetting the pivot point(press D and then right click drag menu) and then aligning the pivot to object. I'm sharing my attempt of replicating your issue, if nothing works maybe try deleting your maya pref folder in documents (make a…
Made up two of the objects that Alex posted. Went for the 8 sided cylinder on or in the ball. Took a few tries, as the first set I failed at Rule #1: examining the complex areas. The transition from sharp edged octagon to the spherical base (or from the octohole.. same shape really) was the problem bit. Tried both standard…
First off, if you simply zoom out and view it from a reasonable distance I doubt you'll notice the pinching. What is the scale of this object? Secondly, a really simple and quick trick you can try, slide the red edges out to where the green lines are:
respawnrt Do you use Max as primary app? I think your way is somehow overkill, maybe in 1st glance, you come up with that, but definitely not prefered method in this certain object. But I'd like to see another take from you or anyone else.
You could unwrap the Object which is in the form you want and then use a Script like UVW2XYZ , copy the outcome, revert back.Then you have one flat one and the desired form. Method 2: Start with a flat shape, copy it and bend it the way you want it.
For the iron man, try modelling the face flat and using bend modifier on top of the turbo smooth, if that makes sense. and some of the areas circled have seams on all sides, so there really shouldn't be a problem. And as for the hair, why not have each lock of hair as a separate object?
Hey Everyone, I am wondering how I go about creating this inset detail without using a ProBoolean? which is what I have done to achieve my result. I am creating a high poly object for texture baking purposes. Cheers,
@Przerywnik for an optimised polygonal workflow, research for example a combined technique implementing boolean operands for hard surface subd content creation however results will tend to vary dependant upon object complexity plus alongside personal finesse working with your app/s of choice.
If you want a 3D modeling noobies thoughts haha. Doesn't the move tool have settings specifically for world or object or component and the like? If it's set to world it'd go straight down but if its set to one of the others won't it follow the same path as the rest of the pillar?
Looks fine to me! Typically when either applying tris or indeed ngons to resolve artifacting, best results are usually derived via planar surfaces - as in your example. Although in most situations, when curvature is introduced to a given shape/object, an issue may invaribly arise.