Yes it´s more or less correct, but even with the now given geometry you should be fine enough i guess. Here is some kind of step by step: 1.Starting plane :P 2.Inset desired faces 3.deleted 2 polygons and adjusted it(i hope that part is clear enough) 4.Adjust shape(deleted 2 edges which came from the inset) and made new…
For the 3ds users, why don't you use a combinaison of smoothing groups and 2 turbosmooths (the one underneath being used with Smoothing Groups turned on) ?
The normal subdivided cube will never be a perfect sphere, but you can just subdivide a cube 2 times and then shrink wrap it onto a sphere to get a more spherical shape.
Thanks Danielmn for spending time to help, it's another way to approach. I'll keep some steps to apply in another model which more complicated. This one I think previous way is fine. sebas, I think in ur example, quad in quad and subdiv at least level3 to make it smooth. (>10500 faces). Another hand, 8sides in quad just…
A hell yea for square circles method, it's much faster than boolean ops. ps: Shouldn't meshsmooth work the same in all applications? Multiplying by a power of 2 and averaging distances based on existing vertices...
I dont think those are actually 2 seperate pieces welded together. I modeled that piece as one solid chunk of metel and it looks just fine. Out of interest, what are you modeling it for?
hi , i just want to ask, about joining between 2 mesh which is cylinder and square part . i need a good polygon connection , can someone tell me how ? this is example of mine .