@Povilas Similar issue regarding cylindrical/round details repeated in this thread countless times, same solution. You need a lot more base geometry. If you're adding a support loop to the bottom of the planar flat detail (on the right), you'll get a gnarly pinch on the curved detail on the left. A good way to establish…
@perna Awesome, thanks a bunch for the help. It's a no-go for my original quad sphere since scaling the cube down as small as possible still results in tris. I tried the stack you suggested with various Relax values, but it still results in an imperfect sphere and tris. It's probably because I'm unaware of the magic…
Thanks for the links, but this takes care only partly of the challenge I'm facing. You see all those additional bendings and differences in sizes of "rope"? That's where my struggles are (I might not clearly stated my problem before). For example I've used helix for the handle and the bottom part, but it's extremely…
Hey there folks! I am starting a VFX project where I need to track a face then add a growing tip nose,(Something similar to Disney Pinocchio), tracking stuff I think is pretty easy but I am wondering about modeling, how can I manage it to stretch and have proper UVs or deformation, Nose should stay normal and suddenly…
This is the complicated part of my model that I am facing a lot of issue with. I tried several different methods to fix this but none of them are working out correctly for me. The peculiar thing about this shape is that while it looks like a sphere, the edges are going inside like a C shape instead of being round. Also…
Object 2 is regular way to go. So just wireframe maybe enough. image sharing My opinion:* This requires hardedge evenly transfer to smooth mesh. So At first, make base mesh, then create loops. * But typical loops will provide evenly sharp edges which we don't want. So in my way, have to manually cut new loop (from the…
Thanks for the replies :) Maybe I should clarify my images. The first one with the 4 different methods was for a demonstration of how some of the methods used for flat circles don't work on a dome. The second image was an example of how I had made it work for the most part, although a small ring was still visible. The end…
Allright guys, here's a little problem I ran into while practicing sub-d on this weapon I'm modelling (I know it's very simple but going through things like this helps me learn the basics). So say you have a weapon such as a scythe that has that tip at the very end of it's blade. Here's a ref pic for you...…
Decided to start modelling in Blender again, figured I'd try something "simple" at first so I picked a shotgun. This problem ought to be easy to solve for experienced modellers but I just can't quite grasp the workflow in Blender as to how to do it, even though I have a good idea of what it looks like and what the vertices…
Thanks a lot to both of you! This was fairly easy to do but I dont quite understand the last step. How do I connect the "faces" so it gets a flat plane? This is how far I get it: Thanks! This method was very easy indeed. But as you said it is quite dirty and ends up with a lot(!) of polygons :D Pic: Yes, that is absolutley…