hey, I'm a bit of an overthinker (and noob) and I'm not sure how to approach complex models. Below is a good example, a Gameboy Advance SP. The whole bottom body (not the flap that's coming up), is filled with circular depressions where the buttons are, indent shaped as the charger, rectangular indent where the on-off…
I am looking forward to. I have cut holes in objects before but never cut uneven hole into uneven object. First time modeling this helmet, I used sphere and tried to get that surface right. Figure out that this does not work for me. Now I made 4 planes for each side with small amount of polys and tried to make them work.…
I modeled your object a little bit, the proportions are incorrect but I hope you find it useful. The basemesh was made from a box primitive. The polycount is kept as low as possible for easier editing. Most of the control loops are generated from a modifier equivalent to the bevel modifier in blender
For detail on circular objects like that I prefer to model the detail (in your case I would go with an 8 sided hole) on a cube or a flat plane, then duplicate the mesh in a straight line with the pattern and spacing you want, and then use a bend deformer to bend it 360 degrees into a cylinder.
Thank you SO much heklis!! The object you posted seems very "light" and I really need to keep the topology of this car as light as possible, thank you for that! I'll keep you guys updated if I need any other tips!! Thank you again!
try converting the object to an editable mesh and then back to poly, sometimes you get screwy shit with a mesh and that can fix it. that topology should be good. Alternatively try exporting it to .obj and reimporting it. You may have something weird like a crease or normal value in there that is corrupted data.
He's probably wondering how to retain form on your curved objects when adding more divisions. I'd say just start from the beginning that way if you can, but for purely round edges, sometimes you can use a spherify modifier on a selection of the edges in Max.
whoa whoa whoa...you're telling me the countless hours I've spent trying to make really tiny indentation detail into my model, I could have just made a separate object floating above it and it would look the same and create better mesh flow?
mmh a tool to project normal from underlying object might be useful. I was thinking about it for max. Normal Thief takes the normal of the closest vert, but normal of the closest point on face would be more accurate. An that would fix that kind of "artefact". Don't know if it exists for Maya.
When I turbosmoothed a chamfered object in 3Ds Max I get wierd results; I'll show you what I mean. No turbosmooth With turbosmooth All the vertices are wielded so I'm wondering how I can fix this issue; that is not let the faces overlap the corners.