actually thats a pretty easy example to do with subd fast, notice that i added ass tier edgeloops in 2 mins and still got a smooth result. What perna is saying is 100% true. There are many articles etc explaining why modeling clean stuff and mastering subd is the best base before attempting other workflows. It doesnt mean…
How would I bevel these highlighted edges so they remain tight when subdividing? A typical bevel with 2 segments produces this result: But this creates tris that mess up the edge flow: This is the best I have so far, but this still throws out some undesirable shading and makes the bevelled edges on the left lack a division…
Okay, I'm new here (and to 3DSMax) and I'm having a lot of issues with this nail gun: 1. How on earth am I supposed to get the trigger frame to morph into the handle?? 2. How can I better topologize this? It's causing some pinching. Here's a smooth of what I have so far: I've been working on this thing for over 10 hours…
@Thanez Thx! I realized some info were missing when I actually subd my models (I wasn't specifically thinking of subd requirement because it's actually a very small component, so baking won't do much). Now that I am looking at subd I think this approach is actually what I want: Because the subd result is the sort of…
Lofting by picking "Get Shape" requires your shape to be created from the correct axis. You can do a corrective rotation in sub level, not on object level. Edit spline -> sub lvl 2, rotate the shape. You'll find more information of the basic tools here: http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/ Edit: Btw Per,…
I just wanna chime in here and say - I've been double smoothing for the past 2 years or so ever since i first tried it, sped up my workflow like crazy. But after reading the discussion going on in this thread right now i decided to finally drop the cash on quadchamfer to try it out, and wow. @perna you weren't…
1. Create a grid 2. Create a cylinder and try to match it up with the grid. By doing this you will have less geo to cleanup in the end. 3. Boolean! 4. Deform the resulting object by a lattice and weld some of the vertices to give a nice subd-topology. As said before, there is no reson for trying to do it without a…
Hi all, just a suggestion that we should make part 2 of this great thread so that the information here remains manageable and people could go over from page 1 etc. Also we should make a sticky for all those excellent chain links, knurls and holes on curved surfaces tutorials as these things have been asked about many many…
I think a lot of the difficulty is coming from there being 3 over lapping shape ideas. The functional 2 circles of different sizes meeting at 90 degrees, what's being suggested by the the outer ribs, and the inset detail. I'd suggest model the ends before where it bends and transitions, then separate out the ribs and the…
Alright so this is a pretty quick one, start with a 18 sided cylinder(12 may work too) make a few bevels to block out the main circular forms, make one last extra bevel to add a little padding on the outsides for the hard shapes, then go in and sellect 2 of ever 3 edges(select 2 leave one, select 2, etc) and remove them.…