@wirrexx , thank you for taking the time to post that! Sorry I wasn't clear enough. The shape I was trying to do is the one you made in your third example, and to be honest I also used booleans and cleaned it up to make this. My question is, given that the horizontal cyl is beveling, I think it's impossible to have the…
you could do a couple of things. 1. select all the faces and right click sayinh "smooth shading". if that does not help 2. use a subd modifier on the top. If thats something you want to avoid 3. Weighted Normal modifier.
another trick for you. 1.a plane with segments 2.ffd2 modifier, to move the plane one square up on the right side. 3. duplicated it 9 times and snapped it. 4. bend modifier 5. bridged the opening between the openings 6. subd version.
I would STRONGLY suggest not to model them separate from the start, it'd take a lot more effort to get the right flow over the whole plane. I'd do something like this, http://pac.gmod.de/Bilder/Models/Tutorials/spline_details_tut.jpg
@metalliandy The curved inset piece is fairly deep, and if I place it slightly outside of the base door mesh, the flat part of the base door mesh covers the majority of the curved mesh. Im unsuccessfully trying to render a normal map right now.
you could move the pivot of one fan blade, placed at the beginning of the depressed area, to the center of the object(more specifically the center of the round detail in the middle of the concept) then go ahead and experiment with "x" amount to dup....until you get it right.
The black piece with the horizontal slits. Creating those circular holes isn't too hard because they're on the flat sides. The slits, however, are right on the rounded edges and I don't know how to make those without anny pinching errors.
Hi, I'm trying to model this track, but im not sure how im gonna unwrap and texture it. Here's what i have done so far I just want to know if im doing it right or is there any better way to do it.
Sure, its the tower on the right top side. This is about the best image I could get for that part, hopefully its sufficient. http://static.panoramio.com/photos/original/10881821.jpg Posting link so you can enlarger the image if needed.
Hi there, you were right, there's an option, you can split at half the extreme polygons on the hole, and then add divisions (I did to level 1) here´s what I have: With more divisions the model gets smoother. Hope it helps