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.…
@TelekenticFrog: Hehehe I had a similar TOTALLY OCD problem with the top of a ceramic kitchen pot. Simple-seeming inset drove me up the wall. I redid it 7-8 times over two days and came to the same conclusion as EQ. Specifically, that if I can identify a real world shape as "inset", then insetting and controlling the…
There's an easier way to do this. 1. Start low poly eg: 12 sides for main cylinder, 6 sides for small. 2. Do all your modelling on both parts, check smoothing with meshsmooth. 3. Rotate, place all your small cylinders next to the large one. 4. Delete all small cylinders except one. 5. Select the large cylinder and clone…
Chiming in cause I'm not a butthurt party. @KarlP You should plan your model out so you don't end up with triangles or poles that negatively affect your smoothing. If you're done with your model and see a triangle but your sub-d looks perfect, then try and learn why it happened so you don't make that mistake again and move…
So, I wanted to touch on something Per mentioned a while back, BOOLEANS. I've been using them more and more lately, I was always sort of afraid of using them from early days when I really didn't know how to. But for certain stuff they save so much time. I happened to be modeling a little screwdriver shape so I figured I do…
Bear with me, i fucked up the shape (no ref used) But. 1. Create the main shapes that define your object 2. Create the part that will be subtracted or added to your primary shapes. For ex. The big cylinder in the middle is to cut a curve into the base big rectangular shape. However the spherical shape (the sphere that is…
Spline Controlled Cylindrical Holes This is intended not only to make the high poly look good but to also help ray tracing produce a normal map that picks up as many details as possible. 1. Create a cylinder with 12 sides and delete the end caps. 2. Using angle snaps in front view, rotate until one face is visible directly…
Yeah why not? Use a reference cylinder and match it if you want. Whatever gets you there. As for that protective cap, you can totes use a sphere for it, but squash it first as it's not spherical... more like a zeppelin shape. Get good refs, study them and follow them. Nail the large shapes first, then do the details. Make…
I'll be showing the doublesmooth method or whatever you wanna call it. The point is a turbosmooth modifier that respects smoothing groups/hard edges, using it's iterations to control edge smoothness. It has some performance disadvantages, but the main advantage is working with curved surfaces like a cylinder because it…
@sera3D Hey buddy, read my post on this page with the leaves in it. N-gons are not your enemy. N-gons on uniform curved surfaces can be your enemy. On supported flat surfaces, N-gons flat out don't matter, and will enable you to save a bunch of modeling time and render-time by letting you end your supportloops in one e-z…