4 quick steps: A. Make 6 sided cylinder B. Bevel/inset Top/Bottom faces C. Select and Bevel 6 edge loops(at once, of course) D Loop slice, with 2 symmetric loops And another one for fun, turn a cylinder into a hexagon. A. Create 18 sided cylinder with 3 segments, scale to desired proportions B. Select every other third…
Thanks for the advises but I cant really get it right. Danielnm, does that work with two turbosmooths as well? I use one with Smoothing Groups at 2 Iterations and then a normal turbosmooth over. I get this result: It looks like more geo is the answer but I cant get it to look nice anyhow. I have spent ~3-5hours on this…
No no not copy paste the images to other thread, what I mean is just close this one and make a quick link for most asked things in here which are mostly holes in curves and supporting edge loops, knurls etc. The new thread (part 2) should contain more challenges like the ones Perna did along with usual main purpose of this…
Just a small critique if I may. * You don't need 5 edgeloops to make it round 1 to 2 is enough. * The "front pipes" have smoother tip transition (move edgeloops further apart). * The pipes also have transition with the rest of the rocket launcher (you can use same trick as Millenia did). * Also to maintain the overall…
Found a technique of fixing the issue for about 90% of what I was doing. I duplicated my mesh, remove the eye holes part and filled it up. Than I had to fix the meshflow again somewhat, but subdivided it was smooth. Than I used that as my shrinkwrap base, I created a vertex group of the mesh with the eye holes and excluded…
not sure what you mean. First, I made the strip, then added 2 edge loops and after that I subdivided everything to have enough geo to work with. Or did you mean that I should add all edge loops I need by hand? Anyway I'll continue working with it after we finish another element but one thing that slows everything down is…
"Not getting good results no matter where I add supporting geo" would probably be a good idea to post your best try and then show where it's pinching/not doing what you hoped to. Only thing I can really say atm is that you probably want to chamfer/add a loop here, because just adding 2 control edges to a angle like this is…
Just quickly did it to get you started/get the idea across, so it's not perfect/to the ref, but with some tweaking and checking your ref it shouldn't be to hard. Basicly add edge loops (in green)(you can start with 2, if it's pinching a bit, add more). And everytime you add a loop push them out a bit to get your rounding…
ok, so I ran into another issue while modelling my first car The problem is that I have to blend this part of the fender into cylindrical shape which becomes a headlight. First, I tried to make the fender as a whole and arrange verts into the cylindrical shape. Didn't work out. Then I tried to make a cylinder and blend it…
1. Convert your patch to a editable poly. unwrap and relax it to remove as much distortion as you can. 2. Use the TexTools 'Swap UV's with XYZ Channel' button 3. position the Grip pattern over the flattened mesh. 4. Add a skinwrap modifier to the pattern and add the patch mesh to it. 5. delete the edit_poly modifier on the…