@ THE 5: Maybe you got the sentence wrong: It is not your fault if two intersecting (not coplanar) shapes that do not form a line are not planar, they simply CANNOT be, there is no vertex pushing that can fix it. I meant you would have to adjust things to look good, but is impossible to get a polyline as the intersection…
Not quite! That's an indent in the flat side of a cylinder, whereas I'm more talking about a protrusion/indentation out of the curved face(s). I appreciate that my description was probably pretty abstract, mostly because I couldn't get to a computer. I probably should have waited, with that in mind. Anyway, now that I can…
It depends on why you want to unwrap the high poly Bogacki. In film for example, they tend to unwrap high poly organic models because they are dealing with resolutions where texture stretching are more noticeable. However, when it comes to technical models, things like guns etc, the texturing is handled differently.…
@Ausonian Thanks for the suggestion. I may have to try that. The only problem I'm having with it is that I can't bevel those edges hardly at all without the geometry flying out of control at the end of the ramp. It looks great with a subdiv, but I don't want to use a subdiv to get the high poly because it will result in…
Just out of curiosity is there really a point to using SubD? I mean it can do things better than poly? Seems like a serious PITA. The cage disappears, or it's in the way when you're trying to block out, or selections get borked to where you have to hover twenty units way from want you want to select. Why put yourselves…
Pretty much spot on. A friend who is an experienced modeller told me about this rule, but I guess the language barrier stopped him from explaining it properly to me - he did however mention that it only matters on areas that are animated, but I didn't know it meant deformed, I thought it meant if it was attached to any…
@Tenshi Hey buddy! Perfection you say? I can get you closer to that. If you start off with a low-segment, evenly spaced curve and turbosmooth it up to where you want it to be, you'll end up with a way more consistent curve. You inserted a loop into the curve at the bottom to make the bottom edge sharp, but in doing that,…
Hey all, need a bit of help, please. I'm using Max 2020 - I'm trying to model an adjustable clamp bit around the stock, and other parts, of this rifle. This is a high poly venture - that's why I would like to model this bit rather than add as a normal map. Right, so I've added some pics of what I mean and what I've tried.…
Kroma!, I don't think it'd be right to just cap a spherical dome. What ends up happening, if I understand what you're saying, is that maya/max puts a flat surface instead of a curved surface, which is probably why you're seeing those distortions in your geometry when you smooth it. Unless someone else knows a better way,…
I've a question about sub-d modeling 2 intersection tubes (contains hole, not solid cylinder). (I saw in another page, EQ or someone give tip for solid cylinder but not inside). A proper/clean way to make it? How. I manage to make it but takes some time to manually slide, cut some faces and weld/collapse vertices (and…