This is a hard surface thread, so i dont think you are going to get much help for something like this. Prob. better posting somewhere else on the forum :)
Hi there. I've just started a personal project to brush up on my Maya skills when I suddenly ran into this problem: How should I go about to smooth this without causing pinching at the hard corners, and keep the roundness of the sphere? The cut is pretty obvious but I have serious issues with the hard corner edges. I think…
I was recommended by Earthquake to take a look here, and it seems like a good thread to post this in. http://www.polycount.com/forum/attachment.php?attachmentid=15118&d=1389301177 Running into a "round object with hard edges" problem. I need the round/curves along the red marks, but I also need to retain the hard edges…
since it's a separate part of the fuselage, that's how i'd model it as well. as a smaller chunk, and with enough geometry to support the curvature after your cuts - it shouldn't be *too* hard to accomplish.
Hello there.. Any one who can tell me the secret of getting things like this smooth in a good way without getting those ugly hard edges on the cylinder?
Not sure about the connect vs bevel/chamfer, but for the first question regarding the UVs I think it should be easy enough to unwrap (although I don't see much of a purpose in unwrapping a high-poly mesh). The only hard part is that the closer the edges are, the more you'd have to really get in really tight to select them.…
Actually not hard at all...make some edgeloops folowing the curve...once your on a flat surface you can go crazy with your topo....if you have to ;) Sloppy paintover:
Quick side question, mostly aimed at EarthQuake : I know you use Modo, have you used the Pixar SubD stuff for hard modeling in Modo? Any opinions on it?
This is a thread for hard surface modeling, not any old tech issue, and you didn't list the software you're using. But the answer is to push the 7 key (the one above the keys, not the numpad)