@sera3D Hey buddy, read my post on this page with the leaves in it. N-gons are not your enemy. N-gons on uniform curved surfaces can be your enemy. On supported flat surfaces, N-gons flat out don't matter, and will enable you to save a bunch of modeling time and render-time by letting you end your supportloops in one e-z…
@LostPigMessenge Pinching is mainly derived from an extreme diagonal low poly face transition between circular support and rectangular boundary edges once subdiv was applied. Now in my opinion a quadified sphere is the most optimal object to use in this type of situation so you were actually on the right track too begin…
Not sure if this is the right topic for this, but I am new here and not sure where to ask about this. Started modeling objects for games in my free time many years ago, when normal maps for games was new (2004) and I never understood the high poly to low poly workflow. I would approach modeling like this: (model in this…
Frank you are a MONSTER, i love you (in professional manner :) ) you solved my problem on the fly... I still need to study the topology a lot ... I just forgot about 2 to 1! Thank you very much, your advice is as always precious. I have as you see put into practice but I still have a bit of pinch in the convex polygon I…
:shrug: why not. The secondary images show where I built one object, then didn't like the shading on the transition from bevel to flat side, so I added some control edges. And just for giggles I built the front faces of one with nurbs to see how much better or worse it would be for this object than sub-d. Geo 1 has the…
Hello Polycount Forum, I was wondering if you could give me a hint on the best way to cut out a shape like this in a curved surface like a cylinder whitout deforming it. This is suppose to be a chrome material so any deformation in the vertex shows up easy :/ I tried to do it from a low poly cylinder runnnig some insets in…
The orange loop doesn't really do much because the loops left and right of it are close together already so there isn't much stretching to begin with (and even when can be easily tweaked by placing the support loops a tad tighter). The blue loop doesn't do anything to my knowledge because you already have double controled…
Oh, well one thing to keep in mind is that by default modo's sub-division is set to level to, whereas max's is set to level1. I think if you just bump up your turbosmooth setting to 2 iterations you'll see the same results as in modo. I generally model all of my sub-d stuff to look correct at level 2, but sometimes i'll…
I'm playing around with the best way to insert a body seam into a rounded surface that goes against the models topology. You can see what I'm talking about here: The two ways I have come up with doing this are: 1) Create a bunch of triangles and 5 sided polygons along the seam that goes against the topology, but only do so…
ZBUSH - Please let me know if you have a solution. Thanks in advance! It seems that it might be a coordinates issue which is noticeable when the Deformation tool is used, but that is only my guess. Here are the steps that I followed... 1.) Appended a Sphere 2.) Used the Move Tool on the X Coordinate while holding Shift…