@navneethdodla94 Not a problem, glad it was helpful. Thank you for being a good sport about tying your question to my thoughts on learning at the end of my previous post. That topic was on my mind for the last couple of weeks and just thought it was worth sharing. A shape that consistently fights multiple modeling…
Many of us have known Per for a long time and while he can be blunt, I have never known him to be malevolent. Lots of people give their time and advice freely on this forum, for which I might add, they charge a bunch of money for when they do professionally, and when they offer essentially the same piece of advice in the…
Dear pros, especially sculptors, please help. I'm obsessing over this and can't stop. So I have this anime figure head I'm recreating (Super Sonico). What makes it different from lots of others is that the front bang/hair is smooth until gets cut into nice sharp edges. As if one continuous mesh. As as you can see from the…
Dear pros, especially sculptors, please help. I'm obsessing over this and can't stop. So I have this anime figure head I'm recreating (Super Sonico). What makes it different from lots of others is that the front bang/hair is smooth until gets cut into nice sharp edges. As if one continuous mesh. As as you can see from the…
@count23 When the number of segments in a cylinder is the limiting factor, one option for capping it with a quad sphere is to create a cube then use loop cut to match the number of segments and To Sphere to generate the shape. Scale the new quad sphere to fit then delete any sections that aren't needed or don't line up…
@anotherdoseofcorey Translating approximate 2D shapes to a reasonably accurate 3D volume can be challenging so it's best practice to start off by blocking out the basic shapes to figure out how it all fits together. Below are three possible options for creating the recessed area around the small cylinder. The first example…
Hi all I have problem with smothing groups in MODO (indie) [cant use vertex normal tool kit...] Can someone check this ?! As you can see i have litle hard eges on the two island any one know solution ?! here is picture (left and right uv is have problems with smothing groups. Here is normal map form it: This is just Defult…
Hey there! Just registered. Mainly for this topic. I don't model too much because i don't really have any motivation. And when i do, all i gain in the end is just a lot of frustration. My latest creastion was a "key". Well it looks like a key, but it's actually a piece of shit. It's incomplete and messed up topology-wise.…
Hello, welcome to the awesome world of Subdivision Hard Surface modeling :) Starting out nowadays the amount of available online resource can be a confusing grind to sift through so to make the process a tad easier, here's some pointers I've managed too pickup along the way. So regardless of complexity beginning with as…
@hututuzhang The distortion is caused by reducing the loops instead of carrying them across the shape. While it is generally possible to manually compensate for this type of shape distortion, some broader context is also required. Catmull-Clark subdivision smooths by averaging the existing vertices. This recursive…