Hi everyone, my first post here, and I can't believe how useful this forum is. I thought other ones were helpful, but there are so many amazing resources here. I'd like to show you a project I'm working on, and an area I'd like to improve I'm trying to build an AT-AT walker and I decided to actually model the panel lines…
@rogi92 Which approach is best will often depend on the specifics of a project's technical requirements. There's a lot of ways to approach modeling this part but there's also a lot of different factors that can influence modeling strategy decisions. Broad, open ended questions lack the context required to provide…
Hello everyone,I'm fairly new to modelling and as you would expect, I'm finding struggles with things that may appear to be rather easy to solve (at least I hope so). Regardless, I'm asking for your help so I can overcome these headaches that I just can't figure out. In this example, I've laid down a surface (green mesh)…
@christrom There's a bit of subtle pinching caused by the extra loop between the base of the square and the loop path on the surface of the sphere. Dissolving the loop and merging the corner vertices of the triangular quads should resolve the smoothing artifacts while also simplifying the mesh. (See the third and fourth…
@rogi92 Welcome to Polycount.Consider checking out the forum information and introduction thread. Pinching around shape intersections on cylinders is a common problem that's discussed a number of times in this thread. On the previous page there's an answer to a similar question and on page 177 there's another discussion…
@navneethdodla94 Not a problem, glad it was helpful. Thank you for being a good sport about tying your question to my thoughts on learning at the end of my previous post. That topic was on my mind for the last couple of weeks and just thought it was worth sharing. A shape that consistently fights multiple modeling…
@count23 When the number of segments in a cylinder is the limiting factor, one option for capping it with a quad sphere is to create a cube then use loop cut to match the number of segments and To Sphere to generate the shape. Scale the new quad sphere to fit then delete any sections that aren't needed or don't line up…
@juanoblagu Those decimations look perfectly fine. @ArsenyZvonar First off, nice post! the amount of energy and time you put into this makes me want to give you my time and energy. When you cut holes in curved surfaces, you should match the cutting geometry to the surrounding mesh so that the quads can flow nicely. These…
@ConvexSurface Overall it looks like you have the right idea but sometimes connecting directly to a curve's existing polygon grid can cause a lot of smoothing issues. In these cases it's often better to place the intersecting geometry between the existing segments of the curved surface and use the existing curve geometry…
@guitarguy00 You can alter the geometry, but it's a bit involved. So you make your Sphere/Geosphere demonchild, and that's when you notice it: The pinch. You try to mitigate it by chamfering that edge, but you have little control before the pinch gets even worse. Time to evaluate what the problem is. These edges come from…