Hello everybody! So I was trying to model this eleven tooth drive sprocket and I've tried a couple approaches. The first one was to try and start from the outer circle for which I made a cylinder with 33 subdivisions since it matched the step of the teeth (1 face = 1 tooth, 2 faces = distance between them). My intention…
So I've been reluctant to post this as the last thing I want is to do is look stupid for missing a page where it's been already said, but I've searched and found nothing and I'm having real difficulty with this shape. I've tried a plethora of ways to do it including booleans which honestly was more work than help,…
If you have a simple cylinder, you can increase the number of edges arbitrarily, and then select the top and bottom cylinder caps and use the Graphite Modeling Tools "geopoly" command, which takes an n-gon and makes it a perfect n-gon, effectively giving you two circles on either cap. it doesn't work on ring selections…
With floaters, generally, if there isnt some visible problem looking at the mesh, its going to bake correctly(or well enough). Be it a floating inset screw, or a complex floating intersection, if it looks correct and seamless in your viewport, there is no reason to think it wouldn't be seamless in your bake. As you see in…
Actually I could ask him to change those sketches and develop them further in any way. I was more or less asking what can be changed in those sketches to make them more feasible. I was aware of the badly placed thrusters, these sketches were by no means for use of blueprints and were just to get an idea of it. What if I…
Nah, keep it as an example. My hard-surface workflow is usually to quickly brute-force the surface and then remesh it for a sculpt, so extra faces are never a concern for me as the skin ends up with a lot anyway. It's certainly not the best technique for a traditional/sub-d approach though, just something that gets the job…
Hello. I am having this problem. I am trying to model this little piece for my SCAR-H rifle but I do not know how to make it look really good. Here is the image: And here is one without wires: Basically what I did is that I poked every face and pushed the vertices up a bit then I chamfered every one of them and added extra…
Okay, thanks a lot. I tried the quad thing and it didn't really look good so I decided to just route it to the side in all quads... Polycount isn't really an issue yet so not sure why I was being so conservative anyway. I got the look I was after for the face on this guy, but the topology looks atrocious... Not sure if…
I was specifically trying to figure out a faster process of getting it to that slanted angle and having the faces extruded. The next parts of the model are not what I'm concerned about, because I know how to make it work. I'm looking for a simpler process for when I set the angle and add the extrusion, because right now,…
What you need to do here is adjust custom normals on the planes than needs to be flat. In maya it's much more easier than in max. Is max you need to use Edit Normals modifier or go for custom scripts http://www.scriptspot.com/3ds-max/scripts/improved-face-weighted-normals…