This is my result after about 5 attempts. Struggled to get the right amount of edges. I started off too high because I do want this to be a low-poly game model baked from a high poly but also didn't want it too low poly. Here it is with subdivision applied: The vertical cylinder has 36 sides, while the fatter side one has…
One option I'd suggest, is to evenly space both edges (...your initial posted image) so that smooth shading is preserved along the body shell side panels, whilst at the same time both vertex points will maintain that corner for the front light cluster. On a side note, a few things I try to keep in mind when especially…
@wirrexx , thank you for taking the time to post that! Sorry I wasn't clear enough. The shape I was trying to do is the one you made in your third example, and to be honest I also used booleans and cleaned it up to make this. My question is, given that the horizontal cyl is beveling, I think it's impossible to have the…
Allright, i've changed the topology following your pictures, its better but not perfect (i'm still getting things like this http://i.imgur.com/C1E88kH.jpg ). Also something else I can't figure out is this face glitching out when I turbosmooth the model : http://i.imgur.com/3JIvuQ8.jpg I've got no flipped faces and no…
Found a technique of fixing the issue for about 90% of what I was doing. I duplicated my mesh, remove the eye holes part and filled it up. Than I had to fix the meshflow again somewhat, but subdivided it was smooth. Than I used that as my shrinkwrap base, I created a vertex group of the mesh with the eye holes and excluded…
Hello everyone, done some looking around and haven't found anything similar. I'm working from an old engineering drawing and looking for advice on how best to construct this shape: This was my attempt using in Blender primarily by bridging the two parts and then quite a bit of manual pulling and pushing of vertices to…
Does anything look wrong to you? Things that jump out at me are: (i can't do a paintover right now) -On the bottom of the top cylinder, the roundness doesn't carry through to the wedged shape; it goes from being round to being flat. -The wedged shape comes too short horizontally, and appears to slope inward more towards…
Hello guys, I have a problem (using Max 2014). I started with a cylinder, deleted all polys except the bottom one and then I rotated it to fit the shape. I started exturiding edges to get more geometry but when I try to align those two vertices by pressing the 'X' (make planar)... It does something weird. :) I guess the…
Whenever I do sub-d occasionally I will get mysterious pinching using that isn't directly caused by topology. This happens when using the Turbosmooth modifier in Max. Using this image, for example: Subdividing a mesh that looks like the one all the way to the right will still be a perfect 90 degree angle after a couple…
Hello friends, Yesterday I tried 3d modeling for the first time, my reason for beginning to modeling is that I want to participate a contest called supercell maker, To this contest I have to do a skin for a video game character called Nita, but I don't have any experience, but I learned a litlle (I used blender) and I have…