1. Build the primary shape firstly. Have as little control points as possible (i probably could do it with less geo, but heeeey.. im not perna) 2. add a symmatry, work with the entire shape (cause it's symmetrical untill that small part) 3. using the double smooth method (keeping smoothing groups). I got my main shape…
Your images did disappear. I saw them before they went though. Per, I think using one less subdivision like you did would work out better. You can always chamfer that edge. This one ended up a little thinner. 1. Box 2. Sub divide 4 (i think) times 3. Spherify 4. Boolean. 5. Cut away all the geo that can be mirrored and…
Hi guys, I’m a bit stuck one something that probably all of you find laughably easy. I’m in the process of modeling a shoe that has some rather tight curvature on some edges. I’m trying to get by with as few base polygons as possible to keep a smooth surface. If I just straight up model the section without looking at the…
You know what, everyone is right. I won't damage this thread by starting a flamewar. And indeed, you're correct, I did enlist your advice many months ago, where you didn't fail to condescend to me then as well with the statement "chokra school of modeling." But like I said, this thread deserves better than a flamewar. 1.)…
But if i change it after i cleaned the mess of the chamfer it will fuck up my mesh. So i asked you: 1. clean up after the chamfer or... 2. no clean up, just put the chamfer on the perfect prepared mesh But than: And yes, you need this. otherwise, the mesh will not look very clean. you only need a few. to define the edge…
So i got a PM from n88tr asking how i make cylinders inside of other shapes, so here are a few gifs: 1. Easy way to do what is shown in his example 2. Doing a cylinder inside of a box You'll notice i didnt make a full edge selection when i bridge here, sometimes modo likes to screw this sort of bridge operation up, so you…
Simply raise a few edges and we can tighten that edge with the same toplogoly, its very important however to remember 2 things: 1. Zoom out! Analyzing edge hardness when zoomed way into your model is always a bad idea. While it may look "soft" zoomed in here, pay attention to the last frame, viewed from a reasonable…
Here I go with the solution I have used - I did lowpoly for required shape, then duplicated that shape and connected edges. Afterwards I used inset and moved faces constrained to axis. I did a plane shape like this, whichô was quite easy. The harder part came in bending the shape into box shape. I had to do some cleanup,…
thanks, that's actually far, far better from what i did. there is still a minimal offset, but I think that can only be decreased any further if I throw more geo at it. I guess what happens is: 1. Bend modifier is being used on unsubdivided geometry 2. After bending edges are properly (round) distributed 3. BUT, when…
Hi all! Could someone please give me some hints how to tackle the shape of this armored vehicle? There are basicly 3 problems that i'm struggling with: 1. actualy triangular armor plates. How to incorporate them in all quads subdiv mesh with nice and clean topology? 2. the sides bend smoothly towards the front of the…