Hi everyone, I can't figure out how to make sharp edges with Turbosmooth, like in this example. I have used supporting lines. Is it the only way to detach the upper geometry in order to have a straight edge? Here is the desired result (from another area of the model)
I am working with a flat plane and I am trying to weld some vertices. Some of the points have welded fine but others wont. Take this piece for example, the top and bottoms have welded but the ones in the middle wont. Same problem with another area: and another: thanks in advance for any help :)
Hi everyone, How do you guys go around modeling cables and wires and the get them to wrap around objects? For example a power cable that can needs to be wound around a pole or a fence etc.... If anyone can direct me to a tut would be very much appreciated.
I'm just wondering what cases bad smoothing in Max or Maya? I've notice when in both that you'll have a crease line that clearly shows the Tri on a Qud and extremely dark areas that look like that they are warping. An example Warping effect along with Wireframe that is happening around the slide.
Sorry if this isn't the right place to ask this. I tried for a long time to find a solution without resorting to asking for help. This is my an example of what happens when I use Zapplink in Zbrush using Photoshop. In Photoshop In Zbrush I have no idea what is going on and any help would be appreciated.
So I've seen some amazing hard surface work done entirely in ZBrush, which got me very interested in this workflow. But any time I've tried to search for video examples of hard surface work done in ZBrush, I can only seem to find a relatively small number of rather low quality examples. I'm wondering if anyone has some…
It might be possible to use symmetrical topology for asymmetrical face but specifically with batman example both side are too different it will require separate topology for each side , nothing really changes tho just have to do more work
Here is an example I just modelled up quickly to better present the problem. The artifacty cube which is the one on the left, is the Maya cube. That's the best I could get it. The cube on the right is 3DSmax, and using the normal weighted modifier
is it possible if you can kindly provide some screenshots as example of how you think the original author did this method? that'll be really helpful because i just want to understand the concept of it. Thank you again for the response
@fdfxd2 Personally I tend to go towards a darker atmosphere so, for me, the second render, with the darker background and light, represents a nice step forward. In addition, I would add some signs of wear on the seat for example.