So I've been modeling Tachikoma here and encountered some problem. Thing is, I'm trying to get proportions as close to the original model as possible. The shape required me to create multiple holes in different places and as I don't have much experience with 3ds Max overall, using ProBoolean seemed like a good idea to me…
@hututuzhang The distortion is caused by reducing the loops instead of carrying them across the shape. While it is generally possible to manually compensate for this type of shape distortion, some broader context is also required. Catmull-Clark subdivision smooths by averaging the existing vertices. This recursive…
Hi guys, I'm currently working on a project in which this shape or something similar to it has come up a number of times and so I'm looking for some advice on how to refine my method for creating it. Essentially the shape is a smooth transition from a cuboid to the side of a cylinder that has two distinct, curved profiles.…
Thanks for your help guys! I always thought those really good artists could fix everything by only using the ring/connect tools. And that they (almost) never used triangles and ngons. I also thought they did that way because cutting everything manually is a lot more time consuming. But I think I thought wrong, didn't I?…
Hey buddy, glad you're back :) I'm gonna try and do a video this time because I usually spend something like 5-15 minutes modeling something to show you, but 40-50 minutes to write it all up to get my thoughts in there correctly, in order to avoid the norwenglish you'll soon be witness to. When It's done processing on…
So I've been trying to model this piece in my spare time for a couple of days now and still am having trouble coming out on top. This piece is a ring around a sci-fi grenade I came up with. The problem is cutting the hole in the cylinder shape, reinforcing the sides of the hole to keep a more geometric shape(I don't want a…
Oo oo, i know this one @Dklang, first one definitely make a tileable texture. 2nd, quite possibly one of the most aggravating things ever. Off the top of my head I have 3 solutions; 1)go in and work the the topology itself, get the loop to travel back around the top of the surface rather than ever touching its side, or…
@JBurk Looks like you're on the right track and the process just need some minor adjustments. Once the block out is complete (and all the shape intersections have matching segment counts) just maintain the same segment count ratios when increasing the geometry density of the cage mesh. The appropriate amount of starting…
@99499 If the shoes are an important part of the character that the players will interact with and view up close then it probably makes sense to model them as separate objects and rig them to match the rest of the character. A lot will depend on what the shoes are supposed to do and what the rest of the workflow looks…
I'm trying to model this chain in Blender and I can't find any good way to do it. It's mirrored both on the X and Z axis (Z is up in Blender) but flipped, so I can't use a standard mirror modifier. You can do it with an Array modifier but it's really funky, you can't reliably move points that are mirrored so it's a pain in…