Hello ! Pretty basic question I believe but I have that detail pîece on the left that I modeled separately and the vert count doesn't match with the part on the right, which creates massive artifacts using subd. How can I please fix it ? Thanks in advance
Damn, I can't believe there's no "Beginners resources" thread around here, with links to tutorial sites etc. As a beginner that was really frustrating for me as I never really knew what to look for to learn specific things. Would be pretty cool to have it gathered in one single thread.
I believe it's coming from the pole (vert with 6 segments coming into it) in the center of your mark-up. Try and adjust your flow to eliminate it. Send the loop around the top of your hole down the straight side to the right rather than just having it be a circle. Hope that made sense.
Nah, I've got about 1,000 polygons for that cube running the length of an object that's about 500. Here's the object normal's before attached to the curve with motion paths. Followed and Attach to curve. Edit: If you don't believe me, give it a go with a default circle curve and get a cube to follow it.
Excuse me. I believe one shouldn't expect help before they tried. The knife has the potential to be challenging, but the gas hob's shapes are basically primitives. I know modeling can be daunting but unless you fiddle with it yourself, you'll never have a clear understanding of what you're doing.
@Brygelsmack: Maybe you can divide the part into two different parts. My idea woud be that the screw-thing will be screwed into the base. This would make the whole geo much easier (and mybe more believable as you can say the "screw-thing" is something to adjust something or simply holds the object together). :)
I am being destroyed by these gothic ceilings :poly118: Any help??? __________________________________________________________ FIGURED IT OUT! I oughta have some of you slap me. This was easy, can't believe I didn't think of this sooner :poly117: Anywho, made a write up incase anyone ever sees this and wants to know…
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 could create a spiral spline then select the top face of a cylinder and use the "extrude along spline" option in the editable poly tools. I believe that has a taper option whilst you can also control segments, twist and some other things. None of the options are 100% accurate but some will yeild better results that…
I'm way too bored right now -___- But anyone feel free to correct me if I'm wrong. I Believe having all quads like the last HP set is ideal for UVs and just keeping all quads in general. Some LPs options at the bottom. I might bake it, cause i have nothing better to do :D