Hi guys, been banging my head against the wall for several hours today (total newb, this is the most complex thing I've modeled yet) How would you guys go about modeling this shape? I've created a cylinder, and used a boolean subtraction using rectangles to cut out the empty space. This model will be used for a lot of…
@LouisMarshall There's a few different topology strategies for sharpening those corners while also minimizing the visibility of any smoothing artifacts. Which approach makes the most sense will depend on how accurate the shapes need to be, how visible the area is and how much time was spent creating the rest of the model.…
@kuronekoshiii This shape is essentially an oblong through hole so the same principles apply: place the intersecting geometry between the existing edges of the cylinder wall, match the segment counts on both shapes and use the existing geometry as support loops. How much geometry needs to be used depends on how accurate…
Hey there everybody! I just found this amazing site filled of great artist! Maybe someone could help me with a tedious task I wanted to achieve! I am trying to model a sphere with a subtracted star but I want to make it with the proper way! Using quads and right stuff as you all know! I am making this for personal…
@BladeSharpe So what you want to do is nail your curvature first and then put in that hole. Trying to model a curved surface around a hole will usually result in errors in your mesh. A hole is subtraction by nature. It's also a secondary form to the form of the handle which would be your main form. What I've done here is…
@perna @"Pedro Amorim" thanks for your replies. indeed sometimes something quite simple is sitting right in front of you , I had to look at it upside down :-). anyways, made first progess by working with a rotated sphere, the using extrude on some of the isolines to create the "holes"/slats. However, still looking at a few…
Bear with me, i fucked up the shape (no ref used) But. 1. Create the main shapes that define your object 2. Create the part that will be subtracted or added to your primary shapes. For ex. The big cylinder in the middle is to cut a curve into the base big rectangular shape. However the spherical shape (the sphere that is…
That's quite simple actually,image below. Basically you create a bunch of circular splines with interpolation set to 1 step and you place them by dividing 360° by the numer of circles for each ring,then you do the math for the outer big ring,in this case is 8 steps, and then you convert the big ring to editable poly while…
Hi ;-) First off I want to thank all the contributors in this thread, it is really helpful and I often just read all the stuff in here and learned a lot already. I am a 3d max user and just recently started doing 3D again (after a long brake, 20+ years, the era of Half Life modding and I remember polycount from back than…
@LilacGear Welcome to polycount. A few post above there's a couple of discussions about adding or subtracting shapes from cylinders and curved surfaces and back on page 168 there's a little write up that covers working with a similar shapes on a curved surface. The principles covered in these discussions are the same that…