Okay I'm having some trouble. In the image below, the bottom row shows what I originally had set up to support the edges of my model. I didn't want to add an entire new line down the length of my model because it looked "off" in the render, so i connected a few vertices closer together. As you can see, it looked scrunched…
Hey guys. Just when i was thinking I am getting better at this I run in to another situation. I am uploading an image with example of what I don't understand. I am also not looking for a solution for this exact situation but trying to understand how it works. So I have a shape and I have to cut out a hole from it. (like in…
I wasn't able to figure out how to import OBJ's or Max files based on text/characters. If someone would be so kind as to clue me in on that, I'd be most appreciative ^^ So i just remade the shape. Plenty of other errors, But we'll pretend those don't exist for the sake of focusing on the main question. Edit: was going to…
I'm a 3Ds max user. I got myself in a situation where I merge different meshes to one mesh so I can UV map them. After flattening, relaxing and packing the clusters into the 0,1 boundary, I then detach parts of the geometry from that one mesh. However, along the way I realize that I need to fix some of the polygons on…
That's a good point wirexx, I thought that the same issue would happen if the metal case was separated anyway so I just said screw it it'll be one mesh- my fairly limp excuse for doing it this way (I did remove the top half-sphere to reduce hardening it's edges too) is that it's the HiPoly for a small asset for a game, and…
I am wondering how to model this side detail, not even worried about the W shaped edges on the inside but just the indent. P.S: I am modeling parts of the weapons for Overwatch characters as practice. I am a total noob so likely will not complete the entire model to get the exact look but my goal right now is just to focus…
Heyho, my problem is in some ways similiar to MAELSTROM7A's problem. I tried to model a curved line in around a slightly stretched sphere and create a High Poly with Turbo Smooth in Max. First i used the twist modifier to get the curve into the topology, but the shading with this edge flow wasn't good because the Quads got…
@martianlion Modeling the complex shapes of cabinet inlays flat then deforming them into shape can be a good option. A lot depends on what the final model will be used for and how accurate the details need to be. A couple of other options would be to use floating geometry or to create a clean high poly of the basic shape…
Quickish tutorial on how to make some chainmail/chainlink to wrap around pipes and other objects. First step - Right click snaps toggle button and make these settings in the snaps and user grids tabs, when finished activate snaps... Second step - Go to the front viewport, then on the create panel, select helpers and…
I've still got to get through the guides, progress is not going anywhere near as fast as I thought. But I was looking at Arrimus's new video on boolean and bevels with different techniques (I'm doing the quads method) ...and can't get creases and bevels to work nicely together so I'm just doing the bevels manually and…