Ho ho ho, Merry One-Day-After-Christmas guys! As you may be able to tell, I am a total newbie to this sight. Saw it a 'couple days ago and only now have I realized how badly I need to join it. The community here seems awesome, the meshes made here are even more rad, and so much more I have yet to discover. Anywho this is…
Hello, I've been asked to model this container, the model doesn't need to be super accurate so I did it in the least time possible. but out of curiosity, first of all If I it was your project would you do it in the steps as I did? (second picture) And the real question is how do you subtract two complex shapes with pro…
Doesn't Maya uses Catmull-Clark too? When you press 3, you can preview it, what you're using is a normal subdivision of the mesh (in the sense that your multiplying the number of edges only, keeping the structure shape), and that results is not really what you want. If understood right, he's using a function of 3ds Max…
Hello everyone. I'm trying to do some hard-surface modeling, and I'm trying to understand how should I approach these. I already tried modeling them, but had some problems. This is the box I tried to model. The thing is, its a pain in the ass. I dont know how to approach. I'll explain, first, here's the breakdown of what I…
@sera3D Hey buddy, read my post on this page with the leaves in it. N-gons are not your enemy. N-gons on uniform curved surfaces can be your enemy. On supported flat surfaces, N-gons flat out don't matter, and will enable you to save a bunch of modeling time and render-time by letting you end your supportloops in one e-z…
@IronLover64 I would do this: Make sure the "pole" points are not in the edge bevel. btw, in a subdiv model you would need less details. Here's an example using pentagon topology in order to simplify the mesh and save effort (different bevel radius). Using bevels with 3 sides and support loops we can obtain the same…
Hi, I'm creating game-ready model and I've got big problem with one part of it when trying convert to high poly for normal map baking. This is my low poly model with sharp edges marked: This is how it looks after applying Bevel (weight method) with 3 segments and then Subdivision surface modifiers: I've tried a lot of…
:shrug: why not. The secondary images show where I built one object, then didn't like the shading on the transition from bevel to flat side, so I added some control edges. And just for giggles I built the front faces of one with nurbs to see how much better or worse it would be for this object than sub-d. Geo 1 has the…
@ himadri_sm Kind of a weird shape but the steps to make this is pretty simple and short. I'm using 3ds max but any app should have similar tools to do this.. 1. create two objects, one with a sharp corner and another with the desired curve.. you'll want to maintain the same proportions, edge distances and number of…
ZBUSH - Please let me know if you have a solution. Thanks in advance! It seems that it might be a coordinates issue which is noticeable when the Deformation tool is used, but that is only my guess. Here are the steps that I followed... 1.) Appended a Sphere 2.) Used the Move Tool on the X Coordinate while holding Shift…