Had a go at this, not sure if my method counts as "manual tweaking" but the result is there. Check .obj, you will need to put a Turbosmooth on it, I used 4 iterations for mine. Edit: I also made my mesh from scratch just to get some practise. https://dl.dropboxusercontent.com/u/45171669/Polycount/Kroma_shape_test.obj
It quite worked for me; at the second try, I managed to obtain a good mesh, pretty close to the original; My workflow was: 1) Global shape; 2) Negative model of the holes (perpendicular to the chair surface); 3) Boolean subtraction of the holes; 4) Clean up of the geometry (this was the worst part of the work); 5) Shell…
The second one one the left is kinda easy too(at least in max) 1.Make geosphere icosaeder with 2 segments 2.Select all verts and save selection 3.Tesselate once 4.load vert selection and invert it 5.Turn every invisible Edge (6.Chamfer all edges a little bit if needed) And the first one on the right is kinda easy too: 1.…
Not 10 million... just 5 segments to get it match 'perfectly' to a circle spline, a 'perfect' circle. Obviously I don't need a 'perfect' circle, hope you guys see what I was trying to understand with that exercise. And when I was using a quad, I tried to explain that if you don't add more geo you get sphere-like results. 4…
I use a variation of the dynamesh workflow sometimes, and the one size bevel limitation isn't really accurate. You can do one of 4 things. Do large soft bevels in your 3d package before dynamesh. Do booleans and dynamesh in a few phases with the softest bevels first, and repeating. Break up a model by material and have…
In Maya I just take a cube and Bevel the edges with the Offset (Fraction if you're in 2015) set to the maximum value, and with Merge Vertex on. It's not 100% perfect, more like 95%, but good enough for modeling. Actually, here is some MEL I just quickly slapped together. 2015:polyCube -sx 1 -sy 1 -sz 1 -n…
Perna's approach is great (as usual), and really, just learn to observe as he's stated. Another thing to note about this is a domed analogue to a common 2 dimensional mosaic. Best shown (with a bit of distortion) in this image Understanding how these sorts of tilings are created may help.4…
from recolection Rick, when you smooth that you will get pinching at the points where the 4 edges converge? On the subject of edge count its always best to work with as few edges as possibe to create the shape you are after. This is especially true when working with reflections as any imperfection in the surface will break…
ok first up, you dont need to model all the holes. Only do one and duplicate it all the way down because the model is repetative. 1: Make the diagonal cuts shown by the red lines 2: Chamfer the Blue vertice to make your cylinder 3: You should end up with something looking like the green line 4: Remove the red lines with…
Hey im trying to get this base shape (circled blue) layer out but im not sure if im going about it in the right way. Something about what I currently have isnt right, there isnt a smooth transition between the large circle and the smaller circle. Perhaps instead of trying to make the circles, i should try modeling…