Generally from my experience, the edit poly stack is both a blessing and a curse in that it allows you to go back like a group undo if you dislike the changes you made to your model, but as you continue stacking the edit poly, its like building a house out of sand. My model gets destroyed (w/o being able to undo) and…
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…
Awesome thanks a lot for the information @FrankPolygon , complex shapes like these need to be broken down. Usually, I rush headlong into stuff and just trial and error so I have to work on my analysis and planning of the model. I also suppose you're right, such minor inconsistencies may never matter in a production…
Hi all, So this is how I create hard L shape crease on curved surface Need some further advice if this can be solved in a better way (without open subd / smooth group methods though those are easy :D ) Also in second picture from top, that kind of face deformation (highlighted face) acceptable or not? Hell ocd took over I…
i gave it a go but for some reason I could not make a breakdown of it, didn't look good as my first result :poly122: Hope you still find it useful. I started with a 8-sided cylinder, added two vertical edges to each face, moved up the top center horizontal edges to create rounded ditch shape. Some taper scaling and for the…
@macaron10 Looks like the basic topology flow should be workable. Running the support loops around the perimeter of the shapes will sharpen the outer profile but redirecting the loops across the flared cap will produce a softer, rounder profile at the end of the quillion. The blade and hilt sides of the cross guard aren't…
Start with lots of geo and break it down into a single segment. Steps I did. 1) Start with 64 sided cylinder because it looks like the shape has 8 of those little rounded hole things. 8 divided by 64 is 8, so it makes it easy. If you want to make more or less, just adjust accordingly. 2) Rip off 8 faces. It will be easier…
Here I go with the solution I have used - I did lowpoly for required shape, then duplicated that shape and connected edges. Afterwards I used inset and moved faces constrained to axis. I did a plane shape like this, whichô was quite easy. The harder part came in bending the shape into box shape. I had to do some cleanup,…
That image is really small so I can't make out exactly what the details are. However, if I were going to model something like that, I'd first model a plane behind it with that grid pattern. Then, on top of that, I'd create splines to trace out the shape. I'd make them renderable in 3ds Max (you can loft a shape along them…
so I went ahead and put this together I hope this helps started from 16 sided cylinder that I sliced one segment above the hemisphere of the cylinder from there laid in the base areas and then placed in support edges and used a template shapes in the background to move edges to keep the necessary curvature hope this helps…