Quad Chamfer is a great time saver BUT it's used best in the hands of someone who knows what it's doing and can predict the results they're going to get. In other words, it's a time saver not a shortcut. Does that make sense?
Great tips everyone. can i have some help with this. i need to do a shell. i found this pic, and cant figure out how to model this without doing it all by hand methods? thx for the help.
its pretty much the same, seams where fiddly but they are on realy chainmaills too, so i left them open and cleaned them by hand or made some small stitch areas then i then puzzled in to fix holes etc.
In some more modelling trouble.. How would I re-top these tank treads for UE4? Im currently hand-modelling each piece but it's gonna take me days. Any suggestions? Current attempt is colored red
This problem can be easily fixed by just using a "Weighted Normals" modifier, or adjusting the normals bij hand in 3ds Max. It's a smoothing issue that is caused if you don't subdiv model and just bevel the edges. But it is also really easy to fix.
Howdy guys! Currently working on modeling a stylized hand in Maya, and I ran into a bit of a hitch here at the side of the knuckle. As you can see there's some pinching along the sides. Can someone throw me in the right direction? Thanks in advance! guys!
desktoppirate i would say off hand that you need more geo going lonways around the object.. I would also post a smooth version so we can see where its causing you problems after smoothing
try to figure out how i would best model the hand-guard piece of this. been looking at it for a while with no clue. i dont care so much about the details since i will be stylizing it a bit but im having trouble with the overall shape.
For real, I actually like when a model comes at least clean the way it was presented, even if someone used some "useless" effort doing that by hand. Because hell how I hate to get a model that I simply can't work with, and that happens all the time. I know that many times you don't need to do any manual work, and by not…
@FrankPolygon Wow, those are great tips. Really helps. I figured it had something to do with helices but didnt know how many or where Dx. I'm working on a hand-painted game character from concept and the first one seems low poly enough. Thanks!