Hi. I shamefully did this with dynamesh in the end, but I'll post it anyway in case someone wants to take a shot at it. The problem is punching a hole in this braided half-torus. The model was created from the red shape in pic 1 by extruding, twisting and bending. As you can see in pic 3, this makes all the originally…
I edited it because there is no use in saying the same thing someone has already said, under the impression it's in some different or intelligent way. It didn't add anything new to the conversation. I don't realize those kinds of things while I'm writing them, But I do after I give it 5 minutes and come back. I hate…
Continuing on with my B-2 model in Blender... I'm wondering how to go about another approach for sectioning off the wingtips. In the following image, I have an edge going from 1 to 2, but what if I wanted to have the edge continue on until it reaches the hypothetical vertex at 3 where the edge would follow on to meet the…
Alright, so i see time and time again that people tend have trouble doing certain things with hard-shapes and sub-d modeling. So i thought i would try something out here. I'm going to open this up to let people post a reference image of a simple, yet complicated shape(no motorcycles or tanks or stuff like that). And i will…
I'd love something like Pixar's semi-sharp subdivision settings. If I recall correctly it's a 0-1 range and from what I could see it really takes away the time of doing supporting edges. Can't say what special features (or maybe it was in one of their online papers) I saw it in but man was it cool. Yeah it's hard to make…
Updated my techniques and tutorials .zip. There are 2 parts to avoid people getting duplicates (should be 87 items total). Again, for additional info, I added the link to the page the image is from in the comments of the image so it may make more sense in context of the rest of the thread. Some of the techniques might not…
Triangles are fine in flat areas, if you don't want tris, you need to edit your wireframe before smoothing. Basically you want to make sure you don't have a bunch of edges leading to 1 vertex, there's a few ways you can cap it off, but you don't really need to worry about it most of the time. The easiest way to cut holes…
The handle on this axe is a nightmare. Using quad draw in maya, I can build out a 2d version with good topology just fine, but giving it curvature and depth is not going well. Using a cylinder works for the basic shape, but adding details while keeping them all in 1 cage is a nightmare. I am sure I could just drag a basic…
Thanks for your answer. Yes, that's precisely the way I work. Maybe it appears that way because of the screen. Everything is actually symmetrical. Yep thanks good catch, had missed it - because in this case, it doesn't create a noticeable shading error. N-gons on flat surfaces are fine. I'm not sure what you meant by…
Manual alignment sucks. Avoid it when you can. Follow the lines and look for intersecting points. People are lazy so the angles of the intersecting lines are probably whole numbers and have some commonality. Start simple and work into the complexity. Avoid over complicating things. Lots of flat surfaces to hide tris and…