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…
DING DING DING You've hit the jackpot! The solution, like 80% of this thread, is to remodel the shape with more geometry! yay The problem is that you dont have enough inherant loops to support the shape, so you then have to add more tight loops, but that creates hard edges. So, you start with a more dense mesh, with a…
Hi all, I am a car fanatic and I am stoned after reading this. http://speedhunters.com/archive/2011/11/17/behind-the-scenes-creating-cars-need-for-speed-run.aspx They have advantage of CAD data to make cars, but does anyone have idea how to achieve smooth surface in Max. I have tried Suface Subdivision set to NURBS in Edit…
Thanks! I know about support loops, i'm just trying to figure out how to make a hole in a cylinder and have both a rather low polycount lowpoly and a smooth cylindrical high poly. The reason i'm using only part of a cylinder is because I intend to duplicate it 3 times because I need 3 identical holes with equal spacing.…
Good job getting the shape right, just my two cents about a couple things you could try to push it even further: 1) Pay more attention to the size and shape of your bevels once smoothed, consistency is very important in order to make an object look clean. In your case, the sides and the bottom of the shape [the one you…
Hey buddy, glad you're back :) I'm gonna try and do a video this time because I usually spend something like 5-15 minutes modeling something to show you, but 40-50 minutes to write it all up to get my thoughts in there correctly, in order to avoid the norwenglish you'll soon be witness to. When It's done processing on…
Hi, please could anybody advise. I have two issues on my model. Problem 1 can be seen in the 1st 3 pictures where i'm getting some picning once Turbo is applied. I'm struggling to terminate these polgons on my lowpoly so that when a turbosmooth is applied i don't get pinching throughout the model. I know this isn't a tough…
Steps is similar, don't have to reapeat whole again. Your method seem isn't easier in last steps, maybe longer than. And I ask about boolean afterward... And can you tell more about these steps - What about 9 and 10? It doesn't seem show any useful info (?) ... it'd be better if u spend time make a example for these steps.…
Mjolnir_Zero: Don't know if you've already moved on past this and figured it out, but heres my take on it. JO420: Theres a couple of ways I'd approach it. (sorry maya terminology haven't gotten back into max enough yet, but it should be similar.) First I'd model it flat and then group the pieces rotate the wing to the…
You already have the shape you need already i'd say, it's just flat. Grab the edgeloops that run along either the top or bottom of the spiral shape and scale them either in or out and that should do it? An easier way still would just be adding 1 edgeloop in the middle and scaling that out. Moving any of the scaled loops up…