@WaYWO "Will also point out that even If one would assume It's just an example, It's just not accuracy , In this context we have curvature and a hole ... In your just straight cubes , I know you can make it clean , the point is result on my part , and the fact I don't like to stress U (horizontal direction) and V neither…
@WAYWO Yes, you are probably right.... i just found some interesting images from way back in this thread and gave them a go, i guess i totally forgot how the subd works, (averaging between vertices) and for a second, thought its a "miracle skeleton key" solution for subd modeling. I tried to fiddle with the 6 sided…
I have a work around for creasing like that in Blender. Maybe someone can translate it: Here is before: The first thing I would do is create a base mesh of the shape, and set the subdivisions to a high number like 4 or 5 before going in and adding the details: Then duplicate the mesh and set the subdivisions down to 2 or…
Okay I'm having some trouble. In the image below, the bottom row shows what I originally had set up to support the edges of my model. I didn't want to add an entire new line down the length of my model because it looked "off" in the render, so i connected a few vertices closer together. As you can see, it looked scrunched…
I wonder if you're trying to use too much geo. I'm not sure how tight you're trying to get the edges, but this works pretty well for me. That n-gon could be snapped down to the line below it without much difference, didn't think about that before saving the pic. I feel like the more geometry you try to have when doing…
Here's my lazy fix. Pay Attention, Because this will help you in the future. Rule nr. 1. Curved surface always need to have a even edge consistense! Rule nr. 2. You can Always use less geo, but it means you have to push around more vertices and it could be time consuming (But also a good thing to do to understand topology…
Hey friendo. You're gonna learn some math here, sorry. I see you didn't get the help needed, so here's a lesson in patterns. Identify the largest repeatable pattern. In this case, i'm able to pizza this boi into 6 pieces. The base angle for this pattern found by 360°/6=60° Now to break down one of these 60° slices. I do…
Thanks tynew, I was thinking I prolly needed to run that initial support edge coming fron the flat front inset down the vertical instead of running horizontal like I have mine now. I obviously just need more geo. Also, I try to stay all quad, but how important is it really if you have some tri's if we are just baking down…
@perna Thank you for quick reply, yes rectangles are part of modular kit (measured) to extend the cabin interior if need be. Here is another quick attempt this one avoids that horrible pinching at extreme angles however you can notice slight banding effect going on but its barely noticeable (I could have terminate the…
Hey guys, I'm following a grenade tutorial and have come across a problem in a hard edge when subdividing: I'm using 3DS Max with the quad chamfer modifier in order to get the hard edge. If I decrease the value, the black pinch goes away but then I am left with a soft edge. This is the non-turbo-smoothed/non-chamfered…