Hello guys, I have a question: PICTURE 2 is the result I am looking for. PICTURE 1 is what I got. This is wat I do: * I create a line (the red line in picture 1) and use it as a guide * I move all vertices horizontally till they match up with the red line. I zoom in, match up again, zoom in, match up again,... So I do this…
I figured a way round about way of doing it. Rotated the face 45 degrees. Then had an edge loop a bit back, which I flattened(snapped) the vertices, forward, straight along the edges(non distorted edges), towards the rotated ones.
Ahh, I just figure it out... The Shell modifier can make it faster. Make tubes connect outside. And remove all circle faces, then apply Shell. But I notice Shell make out unparallel edges. Then have fix to it with MakePlanar for selected vertices.
So I'm working on an object using subdivision surface. Below is the model as it currently sits. Don't mind the unfilled caps and whatnot, they aren't the problem. Below are some pics of the topology. The first is the mesh without sudb. The one after is the mesh with subd. Now for the problem, which I'm almost completely…
Basically this is made out of some shapes, bools and rock´n roll. First you should block out the shape with primitives until it looks fine. Then match the sides of the cylinders and cubes until they line up. Then you just have to bool and weld some vertices. Then you place your control loops.
That's not the hardest part; having to work only on a quarter of the mesh (being it specular) you can tweak it; I made a copy of the segment to use as reference; when you move the vertices of the holes to match the desired shape, you can move them on the y axis too, to match the reference mesh surface and mantain the…
When it takes to long to weld vertices your modeling stack has reached to many steps. Just freeze the stack to a desired point and you can work fast again :) It shouldn´t be a problem for softimage, in my opinion its viewport is much faster then the max or maya ones, so its a shame that autodesk killed it...
I see, so what you do is: you put the circle on the surface of the panell and combine the objects. Is that right? And then you create edges between the panel's- and the circle's vertices and merge them? Sounds like a good way of doing it - going to try it out next time i modell something like this :) Thank you for your…
How do I go about modelling multiple cylinders intersecting into one object with good meshflow/topology? I've been doing it a hacky way for years and right now i'm doing more and more industrial modelling, so i'm looking for ways to increase my modelling speed. Here is an image of what i'm talking about, the middle part…
Thanks for your input. I did an other run and interestingly it seems that positioning the vertices by sliding along the edges minimizes the ugly shading no matter how bad the topology is. I thought I had a rendered image of the error, seems that I dumped it. However I was so picky about it because the surface is very…