@BlueBow131 I suppose Array Modifier with Object Offset option is the way to go. https://youtu.be/ydWx28a0VvQ?t=155 Basically, you will need to fiddle around with the link shape and Empty object offset and rotation. If after watching this video you will have questions feel free to ask.
Weeee thanks mate! It's nice to see other peoples workflow. That program (modo?) really makes for some mindless cleanup! I must check that program out. Does beveling all the edges of an object work in a lot of cases? It was nice and clean there and simple to follow. I'm worried I'm gonna bevel something and then have to…
So I'm working on an object using subdivision surface. Below is the model as it currently sits. Don't mind the unfilled caps and whatnot, they aren't the problem. Below are some pics of the topology. The first is the mesh without sudb. The one after is the mesh with subd. Now for the problem, which I'm almost completely…
There is a combine option in Max, but you usually have to select one part of the model, hit combine, then choose each part to combine it with individually. I don't know of a command that combines it all at once (which I hope someone knows how to do so). I want to combine it all, because if it's just one object it's super…
Thanks Johnny! I was definitely worried I didn't have enough detail on the rounded part. But if you have an object like that, how would you then go about rounding off that bevel? I'm trying to get a bit of a curve going between the flat face of the object and the other part.
Nah, I've got about 1,000 polygons for that cube running the length of an object that's about 500. Here's the object normal's before attached to the curve with motion paths. Followed and Attach to curve. Edit: If you don't believe me, give it a go with a default circle curve and get a cube to follow it.
Hi! I'm still working on improving my skills with SD mesh. The question at hand: Is this geometry at its best, or is there room for enhancement? Main form: Added object: After SD: