I cant give you a perfect solution because there is always mesh distortions on polygonal sphere shapes so you should choose one that you will be ok with.
Seems like you need to optimize the mesh! Check if there is no more points around or at the same spot! Or any overlaping polygon face! To me it sounds like a not welded point!
I actually use 5 sided polygons in a lot of places in my models. As long as it smooths as expected or the issue is very small just move on to more important stuff :)
bezier curves could probably rotate that area, haven't used line tool for this sorta situation. Most control/predictability is to just get a flat polygon and apply a shell modifier. Edit the bottom of the stack with preview on to ensure you're getting your result. Shift drag the edge to get more geometry and move it into…
just out of curiosity....why would you want to BUILD that in the LOW poly? if you are going to that amount of polygonal detail....might as well just model a high poly and leave it at that.
You are overthinking this. It´s totally fine as long as the shading is good. Who told you to avoid non-planar polygons? Basically its impossible, except you are only doing cubes.
Hijacking Shinigami's question here, but how high poly should the components be for a boolean to achieve this? Before smoothing the result, that is. Should it simply be 3 polygons wide for each indentation? Like so?
Hello everyone I have a simple question that has bugged me for sometime, and that is the crease tool vs insert edge loop tool. Some people model when they are on smooth preview in maya and from time to time use edge loops on the edge of the polygon to give it a shape loop, but I also seen it with the crease tool. What is…
@computron, have you looked at MOI? http://moi3d.com/ It's the perfect little nurbs application, not as heavy or advanced as rhino(which I love) but it has a lot of the features you would want to quickly put together a hard surface model quickly and accurately, with beautiful edge controls etc. And it comes with some…