That's typically what works best ... you show what you tried and didn't work and then people can use that as a jumping off point to show you where you messed up. It also prevents people from using this thread as a "could somebody do my job for me?" thread. :)
TychoVII - yeh but now it's reset, let me know if you find it useful:shifty: cedrico - you mean bitmaps screw vimeo? Just watch his edgeflow, that should be enough to recreate in max/maya. If you mean something else or have a specific problem it would help if you posted it :)
personally i'd just spend a few mins rotating each piece until the watch band is closed. if you really need it to follow a spline you can do a SplineIK but you need to rig it up with bones, and start off with a straight line which you bend into the desired circle
what is the final product? a bar of soap in a (any really, iso, thirdperson, even firstperson) game? use a normalmap how close will you be getting to that soap that it needs to be modelled in? if its for advertisement, i would really just displace it. oh wait this is about the material/shader? i feel like this is totally…
wow @FrankPolygon you really are something! I was reading the articles and seen how you helped people, we need more people like you on this earth!!! Keep being amazing. Thankyou!
@perna Do you also offer possibility of confession ? Anyway, I ll try to remodel and do what you suggested, altough I have no idea what modifiers you used there.
Your basemesh looks really dense, you could go with less geometry. To make the inset you can try it with a Lattice. So you dont have to pick each single vertex.
Hey guys I´ve a very important question for Blender, How can u see in realtime your shading with non planar geometry. In 3ds max you can see this with these options: This is the result: soo in Blender these geo is non planar but you can´t see that in the default shading: If I apply a triangulate modifier it works I would…