@TeriyakiStyle, thanks for the input. Particpating here is part of trying to make those decisions on what to believe. In regards to my answer to sunray, I will be more accurate in the future with any questions or explanations. I do know how subd works mathematically and why 8 works best. Thanks again for taking the time to…
I initially tried something like that approach, but it didn't work out terribly well, at least in Blender. I used a bevel of two segments with a profile of 1.0, essentially adding an edge along side each edge being beveled without changing the profile. Adding subdiv on top gave this: I believe I have found a solution…
Hi all. I'm trying to tackle a tricky piece of geometry and after many attempts, I've been unsuccessful. This is my attempt (without smooth preview): It might not be so visible in the images but I am getting some strange pinching in certain places which leads me to believe my topology isn't ideal. How would you guys go…
Hi, I'm not too clear on getting the proper shape transition. I'm sharing my attempts and problems I found, please have a look at them. I started of with quarter of 24 sides cylinder(6 sides) as I found easier to manipulate the overall shape but I was getting pinching or sharp edges. I believe I have to start with a higher…
Hi @sacboi I do have a more define mesh as subdivision modeling. The example posted from earlier is effectively just an example and is just a simplified cutout of that shape. Regardless of the boolean operation itself. I believe this may give me what i'm looking for in-terms of desired outcome if i boolon it. I think that…
Hi! I'd like some advice on how to approach this edge flow. It's the forward sight post on a AK-47 and there's a tiny nook that is milled into the sloped area on one side of the sight post but, I'm unable to come to a good solution that is still a quad and connects the sloped area to the flat area while still keeping the…
And the misconception of 'all must quad to get a smooth sub-d mesh' also a problem that sometimes make people frustrated cus it's just impossible to get all quad sometimes and really not that important rules to must-follow, and often requires you to add unnecessary edges that harder to control. The general idea of quad is…
Hey Guys! I've been having issues modeling the bottom piece of this machine head for a guitar I'm working on and I can't believe that it's beating me. The model itself isn't too difficult but I can't seem to figure out a good topology flow to keep crisp lines once I add a turbosmooth modifier. Any advice? I'm not concerned…
Next part (my previous post will help me I believe with this, but just needed some pointers) The grooves on the side of this part, is it normal to model them in or just add them in PS or ndo2 or something? The part in blue, how would I go about adding this in? here's a silly attempt im working on. Basically what Im doing…
Hi I'm replicating a tarp (red in picture) that's wrapped around a model. I'm a newbie so I don't have a clue how to approach this (it's a plane I believe). I was thinking I could start with 2 curves, 1 profile for the bottom, and 1 for the top, and "loft" them together. Didn't work out though when I tried :( EDIT: whoops,…