Here's my lazy fix. Pay Attention, Because this will help you in the future. Rule nr. 1. Curved surface always need to have a even edge consistense! Rule nr. 2. You can Always use less geo, but it means you have to push around more vertices and it could be time consuming (But also a good thing to do to understand topology…
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…
For jewelry see if you can figure out the name of the type of chain, and then find a youtube video of it being made or repaired. That way you can see what one link looks like and how it's twisted. Personally for this chain, I'd probably bake it to a double helix looking shape with 2 cylinders, make it tile, and then I'd…
This I agree with. I probably shouldn't have said "only" as different cases need different treatment. Making it look similar to the end result could help improve the workflow in building the low-poly model; but I guess that's just a "nice-to-have" thing to consider about and not a hard rule. As I understand, is isoline…
Hopefully the last post about my freakin gun :D But does anybody have any idea how to add text to the high poly? The text will be on flat surfaces but it is inwards so how to make that look good when it is smoothed? The smoothing I use is first one with Smoothing Groups at 2 iterations and then one normal turbo smooth over…
Hi there, i’m searching for a way to sub-d model a sphere with 2 cuts, one of which is tilted in an uneven angle. The sample image is a quick export from nurbs-modeler MOI, but the mesh is totaly useless when subdividing it. I tried the whole weekend to model the cut properly but I failed, the sphere gets always distorted.…
I'm surprised some of you haven't tried this approach, It comes in handy pretty often. I started using them shortly after I learned how to take advantage of floaters. Anywhere there's 2 intersecting pieces of geo, and no easy way to combine the topology I take advantage of this technique. It's quick, easy, very clean, easy…
I wanted to push myself and so made this challenge for myself and to share with others: First paragraph is my own challenge. The second bit should be super easy but may present a good beginner's challenge. Now I can do the geometry, a bit of touch up, and get it shading just fine. But I want to do it procedurally and…
i made a video about going over this shape. same that johny did. and i used 2 methods that i want to show you guys. the end result is the same but the time spent on each one is diferent. :) anywho. its rendering. i will post the link when it finishes. edit: here you go http://edgesize.com/files/methods.obj…
Ive been trying to rap my brain around how I am going to this cut but can't figure out how I am going to do it. This is my working geo. This is my first shot at hard surfacing so my workflow right now is 1) make the shape with all the bevels, cuts, etc. 2) insert support edges and clean topo Is that an optimal way of…