Seems like a good place to use floating geometry there waedo, I used a simple indented poly wrapped around a spline that matched the surface of the object I was creating. I'll send you the max file as you're using 2010. http://www.4shared.com/file/145109001/d4bf39b7/FloatingWrappedGeo.html
sometimes with objects that have a lot of curves occurring in more than one dimension, it's a better idea to start with quad stripping than with any primitive at all. start by defining all major curve profiles with quad strips. then start connecting the strips, eventually working towards filling the holes in-between.
i guess knife projection could be one way where you put an object in front of another after aligning it ofc and having it projected on the main shape though the speed of that method is prolly comparable to using a boolean if you dont count addons that make the boolean workflow way faster
If an ngon causes no smoothing errors/shading artifacts on a flat surface plus also dependent upon properly implemented mesh generation technique, then a given shape and/or object should typically sub-divide or bake without a problem. Further relevant Info: https://www.youtube.com/watch?v=BjnCV2PIkKA&feature=emb_title
Can anyone offer advice on things to focus on whilst practicing hard surface shapes? I've been modelling a range of different objects for the past couple of weeks but I want to make sure I'm actually improving my fundamental modelling skills and not just solving the specific problem at hand.
Spline Controlled Cylindrical Holes This is intended not only to make the high poly look good but to also help ray tracing produce a normal map that picks up as many details as possible. 1. Create a cylinder with 12 sides and delete the end caps. 2. Using angle snaps in front view, rotate until one face is visible directly…
How do I go about modelling multiple cylinders intersecting into one object with good meshflow/topology? I've been doing it a hacky way for years and right now i'm doing more and more industrial modelling, so i'm looking for ways to increase my modelling speed. Here is an image of what i'm talking about, the middle part…
@Brygelsmack: Maybe you can divide the part into two different parts. My idea woud be that the screw-thing will be screwed into the base. This would make the whole geo much easier (and mybe more believable as you can say the "screw-thing" is something to adjust something or simply holds the object together). :)
If you're using Max, look into spline unwrapping, I find it the easiest way if you don't want to stitch. You can draw a spline through your shape, and then set the unwrap to follow it. It works better when you build the object from the spline itself and hit "generate mapping coordinates."
hello everyone. My name is Barnard. I came across this thread on someone's advice. The reason I came across this thread is to find an answer to a minor problem that has been racking my brain for two days. This is a problem I encountered while modeling a Star Wars blaster. I was creating a high polygon to extract a normal…