Why not just start with an 8-sided cylinder, extrude the top, scale in, and then extrude again? And if you really want to get rounded edges on the low poly, you can try beveling those edges. And I think triangles are no problem, especially if you're modeling for games. I believe in most engines, they triangulate your…
You can assume that people will subdivide till they got almost a perfect circle, and between iteration 3 or... 8, radius won't change much, so i'm not sure the number of iterations is so important. I wonder if a script could make a "geopoly" from your lowpoly so the subd is a perfect circle, or matches a specific spline.
Well, you can also, make a cylinder with 8 sides and use them as a guide to snap the verts to. Or, make a 8sided cylinder and use booleans to create the outline. Kinda like if you were projecting the cylinder on the cube. Eric: your model clearly shows that as long as it looks good smothed, it doesnt matter if it has ngons…
Well if you go from a 6-8 sided cylinder to a smooth cylinder on a surface that isn't flat there is always gonna be a tiny bit of weirdness afaik, look at a sort of equivalent real life example: http://www.portlandbolt.com/image/products/full/hex_bolt1.jpg The only problem left in the version respawnrt posted is that he…
So for example: Instead of adding an 8 sided cylinder/circle, add a 12 or 32 sided cylinder or circle which will have far more naturally occurring support edges. You can add more geo in, however I wouldn't advise doing it on complex curved surfaces - generally pre-plan what it is you're going to build and recognize what it…
This is what I get for trying to do how per do :shifty: All I can say is: That's why I never use a stack. There's no wondering what's happening with the mesh, there's no "magic". There is also nothing to miss if I have to move back to Maya, Or choose to switch to Modo. Ya'll keep hittin it with the stack, I'll keep hittin…
nnq2603 thanks for seeing that, yeah putting a circle into a flat object is not the hardest but the method of using a square is the best when it comes to using something flat. It really depends what the end form needs to be. While we are on the subject of different methods did you know in max 2011 now has button to make…
I dont really know too much about lighting so far.. still in the learning stage. Any tips? And I try to make them pretty even, I know if they arent they wont smooth the same on both sides. And I NEED to make a lowpoly from this. I have to make about 8 different models of this, normal, exploded, and certain parts damaged…
My opion is try to use Bend and FFD mods when I can. Then used extra geo like 64 sided cylinders to get what you have. I also have a lot of luck with a very lo base mesh sub d to 1 iteration and then modeling in more geo on top or sculpting what ever the need may be. It is like a gear that let say has 8 points coming out…
Trying using an icosphere or cube - (Cube only) add a subd modifier (1 level) - apply it and go into edit mode - delete half the mesh - select each edge loop and add a spherize modifier - mirror mesh and weld together - add subd modifier and you now have an all quad sphere. Or try using a sphere with less loops - try an 8…