Hi everyone, great thread So i'm having trouble understanding something mentioned in this thread a while back (waay back) its about adding irregular details (edges) to cylinder (6 sided) and have it still subdivide into a "prefect" round cylinder. Here's the image The method of finding the location of the edges im sure is…
Sorry, for some reason my thanks was not posted, so I've posted it now above, albeit very, very late. So again my apologies. I don't take advice and help for granted. I have a quick question regarding my process (should be v simple) Let's say I have the top and bottom vertex where I need them, and I want all the vertices…
Your first mistake here is trying to model the belt and the rivets as one object. Generally the rule of thumb is that if its made of more than one piece in real life, make it out of multiple pieces in 3d. In this case, each little rivet can simply be an instanced mesh that you place in the correct position. I would fake…
Hi! I think that on making the pictures I answered myself but anyway let me post them here and confirm my idea... Image 1 is a typical case in wich you need more geometry, otherwise the tension between faces and the proximity generated when subdiving the mesh will cause lumps or straight edges... Image 2 has a decent…
@perna Thank you for quick reply, yes rectangles are part of modular kit (measured) to extend the cabin interior if need be. Here is another quick attempt this one avoids that horrible pinching at extreme angles however you can notice slight banding effect going on but its barely noticeable (I could have terminate the…
You need a break/seam in the UV islands each time you create a hard edge with the smoothing groups. If you do not want to do this, like in your example, then make sure the whole cube is in one smoothing group. It will look ridiculous, but the Normal map will correct it. However, this isn't the best practice in my opinion.…
i would do it like this, i know the result isn't clean at the end, but that's because i was too lazy to finish up because you can get the idea. it's not the cleanest quad distribution either, but i usually don't care so long as it works. rotate a square for step one connect after making a selection symmetry modifier and…
Hi Frank, Thank you so much for this very detailed explanation. This was very clear. I've tried and tested all the different approaches you described and this has given me a whole new view on how to use the bevel/chamfer tools and the inset tool. Insetting n-gons to create edge loops around the details you wish. Using the…
I've been trying to get back into modelling lately with Blender and decided to try doing a MiG-21 because I thought it looked reasonably straightforward as far as fighter jets go. The canopy is giving me major problems tho and despite many different approaches I just can't get my head around how to accurately reproduce the…
OK, I've been trying to teach myself Mudbox lately and I've run into a wall where I need to ask how the pros do it. Consider this space dude face I've been working on: Now, see that thing on the side of his head? I struggled endlessly trying to get that to be a nice flat piece of something but no matter what I do in…