@perna Indeed, the 3rd party script offers extended functionality, but I recently moved to max2016 and currently I don't have QuadChamfer installed. I only wanted to see the resulting wires of the middle/right shape (before meshsmoothing) or a max file with collapsed mesh.
Hey! Can someone give me advice on modeling my form right here, i tried alot and i'm pretty much stuck right now.. I'm having troubles to arrange my supporting-edges without screwing up my form in the round areas.. my inital attempts were much worse, but after buying a subD model-kit for kinda 'reaearch' and browsing this…
Hi everyone, I've been struggling to find means to an end for days now with the problem I'm facing here. I'm trying to model an intersection here and while I was able to establish the correct shape, I just can't figure out a way to fill in the middle with healthy topology. I have an ngon sitting inside right now and it's…
Hey there! Quick question. 1How do you make such details(high poly) Using turbosmooth. I only know one way (hard edge) 2Did I do it right or not? 3Do you use this method or not? 4How to do it differently? Thank you very much in advance!
Yooo, I was wondering if I can get pointed in the right direction on how to make this telephone. Specifically, the phone itself, where the long tube esk part connects to where you hear and talk. I'm stumped. Also, more specifically, this The handle is a little more rounded.
Only found this one: https://polycount.com/discussion/comment/2080357/#Comment_2080357 Which is not my problem, as I've modeled a Winchester 1873 already, and had no problems with it, but the 92 has a completely different shape and i'm even struggling with the correct block out for this model right now. :S
Great example there, EQ, well worth pointing out that a lot of the time it doesn't need to be perfect... I reckon 3d artists (myself included) spend too much of their time zoomed right in when the end result will never, ever be seen that close in the final render or game! Ridiculous!
so i should just contune how i am just make things exactly how i want and not worry about poly or vert counts and bake my normal maps than decimate it to a low poly version before exporting to source engine. would that be right
I think I'm on the right track. But it's not perfect yet. There's still some slight pinching though I think that could be solved with some more experimentation, but I think the basic idea comes down to the scaling trick I did on an extrusion, and then merging the "floating" verts from the boolean.
Having an insane time trying to figure out how to model this in maya. It's from an old hardsurface challenge thread but I can't for the life of me figure out how people did it efficiently. Am I doing this right/ any tips from more experienced hardsurface modelers?