@Varravik it's worth keeping in mind ZacD had shared his solution to enable 'joining' two separate objects modeled with varying number of edge segments, basically faking a smooth transition using 'floaters' (floating geometry) in order to bake detail without generating errors from a high poly mesh too low poly proxy, then…
Here I go with the solution I have used - I did lowpoly for required shape, then duplicated that shape and connected edges. Afterwards I used inset and moved faces constrained to axis. I did a plane shape like this, whichô was quite easy. The harder part came in bending the shape into box shape. I had to do some cleanup,…
Hey guys, I started my first vehicle: The M47 Patton. I try to build up the whole model by following the Dozer tutorial from EAT3D. But my tank does have a turret and a dozer does not. And I'm having a lot of a problems getting the shape right. In fact, I don't even know how to start. I already tried with a cyllinder, a…
The problem for this solution is probably in every 3-4th page of this forum. Curved surfaces needs to be equaly distanced for them to be able to hold smaller details.You could fix this by pushing and pulling the vertex on your model until it dissappear. Or, try to bake it down apply a fast texture and see if it's really a…
Part at the back: Take a cylinder, rotate it in place, make a duplicate(hide it for now) match up the segments with the main "body", then cut it out the intersection or use a boolean. Now unhide the duplicate, and then just bridge/connect everything together. triangle thing: Just cut out the shape, extrude it, and then…
- hand placing is the problem because there is a certain pattern that i can't figure out, there is no blueprint, i have one like it at home but i'm not a mathematician, i don't know how to calculate angles lol it looks intuitive but it's not, like the degrees from one hole to another between each ring, varies, i don't…
Hello world! (No scripting/programming languages were harmed in the making of this introduction) So I am running into my lack of experience barrier on modeling some of these shapes. I'll probably just move over to floating geo in the name of progress, but for the future I would love to note a good way to do this. The major…
Okay I'm having some trouble. In the image below, the bottom row shows what I originally had set up to support the edges of my model. I didn't want to add an entire new line down the length of my model because it looked "off" in the render, so i connected a few vertices closer together. As you can see, it looked scrunched…
Thanks a lot to both of you! This was fairly easy to do but I dont quite understand the last step. How do I connect the "faces" so it gets a flat plane? This is how far I get it: Thanks! This method was very easy indeed. But as you said it is quite dirty and ends up with a lot(!) of polygons :D Pic: Yes, that is absolutley…
Ok, I have refocused and would still like your help, I appreciate that this question has been asked a lot but the answers dont seem to go very far for me. So this is my take on the "how do I harden this edge" question. The block out, trying to respect topology flow using a control loop before extruding Additional support…