@ himadri_sm Kind of a weird shape but the steps to make this is pretty simple and short. I'm using 3ds max but any app should have similar tools to do this.. 1. create two objects, one with a sharp corner and another with the desired curve.. you'll want to maintain the same proportions, edge distances and number of…
The orange loop doesn't really do much because the loops left and right of it are close together already so there isn't much stretching to begin with (and even when can be easily tweaked by placing the support loops a tad tighter). The blue loop doesn't do anything to my knowledge because you already have double controled…
Couple of options. -Make the cuts, correct the horrid topology errors you'll get and add more geo in the process. EDIT: -cut the lines, make several copies of the pre-sub-d mesh you have, then delete the rest but the panel you want to keep for each mesh, fix the topology so the edge loops terminate on the end well and the…
http://www.game-artist.net/forums/sketchbooks/9770-glynn-smith-do-not-look-2.html A bit of a necro-reply, but I figured I'd chime in :) The cushions were pretty straight-forward. Just make a planar with a bunch of cuts in it, then rotate it 45 degrees and start dragging your points with soft-selection or whatever. The…
Generally from my experience, the edit poly stack is both a blessing and a curse in that it allows you to go back like a group undo if you dislike the changes you made to your model, but as you continue stacking the edit poly, its like building a house out of sand. My model gets destroyed (w/o being able to undo) and…
I'm playing around with the best way to insert a body seam into a rounded surface that goes against the models topology. You can see what I'm talking about here: The two ways I have come up with doing this are: 1) Create a bunch of triangles and 5 sided polygons along the seam that goes against the topology, but only do so…
ZBUSH - Please let me know if you have a solution. Thanks in advance! It seems that it might be a coordinates issue which is noticeable when the Deformation tool is used, but that is only my guess. Here are the steps that I followed... 1.) Appended a Sphere 2.) Used the Move Tool on the X Coordinate while holding Shift…
@Thanez @perna I don't have time to re-topo my entire mesh, so I just had a crack at a chunk: (there's a slight budge down the middle of the spikes so I wanted a little extra geo to catch that) This section of the spikes is a bit trickier than the rest, since these 3 middle spikes are too close together to be connected by…
^ Initially when blocking out a vehicular biased model, using tri's and ngons are fine in specific regions of the mesh but I'd caution against random placement without I assume, taking into account further likely reedits once subdivisions (smoothing) is applied, namely either maintaining hard edges or testing crease…
Thanks for the reply! So, I guess you are saying that i should increase the subdivisions on the "cylinder"? Right now it looks something like this So with the horizontal edges so far apart I wouldn't get the same result you have. If I understood this correctly, by how much do you think I should I increase the subdiv (now…