@Thanez So I´ve tried to make every single step that you told me and I can´t figure it out how u made the boolean :s. I´ve had apply the intersection with ProBOOLEAN First I build the geo But I have this result: And what I want is what u had show me, I know that I just can select the loop and extrude. Support loops and…
Is there no way to keep the mesh with this geometry, but add an edgeloop/some sort of geometry manipulation in the corners to keep them creased without artifacts? Edit: I tried it, and as I thought, when there are edge loops too close to one another in a curved surface, it'll have a slight crease all along the edge loop...…
@Ridergraal Try selecting the edge loops around the shape's perimeter and use a bevel operation to add the support loops. Bevel operations will produce support loops with a consistent edge width and it's less work than manually adding geometry. Check that the object's scale is 1:1:1. Unequal object scale values can impact…
Start with the basic shapes and match the segment count so the little tubes match each other and the big tube matches the intersection with the little tubes. The horizontal end of the intersection should land between the cylinder's vertical segments and not on them. You can use less geometry and rely on the subdivision to…
If you don't find an easier way, you might remove all the supporting loops from both objects (make a copy of the mesh before you do it, so you can reference), then connect them, then recut the supporting loops on the whole thing. You'd only have to remove the supports running long ways, so it might not be too much work.…
Going way back to bitmaps example. http://www.edgesize.com/pics/tutorial.jpg How do I achieve that in Max? I thought there was a plugin someone was talking about to do such? You know so I select the edges I want to divide/chamfer and get quad corners. Without having to manually select each edge ring and make an edge loop…
@Ausonian The main reason being is that in the first example you can spread the control loops apart to achieve a smoother transition. In the second example, the middle loop extending from the corner is being constrained on a tighter Z-Type axis. In other words if there's pinching then it'll be more visible since you've…
@PancakeMSTR Quick version of your example. I think what .Wiki means is to use more segments on your cylinder to start with so that some of those edges become support loops in themselves. Also to fix your smoothing on the top you should use another edge loop to insulate the top face from the change in geometry angle. And…
If it looks good when smoothed and those poles don't show up, then you can leave it as it is. Use a high gloss material so that surface highlights show more obviously and will enable you to spot bad smoothing more easily. If you don't want the poles to impact your smoothing, you could add another edge loop and weld your…
If you want to remove edges / optimize a model without breaking your UVs it s easy. CTRL+Backspace is max default shortcut to remove edge and get rid of vertices. click me I use Q for edge loops , W for edge ring and CTRL+ALT+C as collapse for shortcuts (just to let you know as it might be confusing) STL modifier highlight…