Hey everyone, after a long hiatus i tried to model in 3DS Max again and gain some beginner expierience, but i just cant wrap my head around some things. I can't understand when you connect different objects with edges or when you just leave them as different objects and move them close/into eachother. This seems like a…
@guitarguy00 Not a problem. That loop part starts out as a circle with a segment count that's matched to the area it will attach to. The back end of this part doesn't matter that much since it will be lost in the Boolean operation. Land the part between two of the vertical segments and use those segments as support loops.…
Hello again I got a new question about the modeling of trims and tiles... so when it comes to crash elements of the asset how does it is approached, do you use Booleans and make the new topology, like me in the 1st image? or you just crash the elements? the problem is that when I'm going to made the uvs these make…
No one really would want to do that sort of thing manually tbh. Projects could require you to make many dozens of objects, and manually solving even topology could be a very pointlessly tedious step that steals time away from creative tasks for not much benefit. Typically, some automatic topolgy solving workflow would be…
Sup guys got a funky issue and its driving me insane :( I want to recreate the leaf pattern (I think that is what it is) on this object where the arrow is: (sorry for the shitty resolution, this is taken off the gears of war art dump) I have tried creating the shape using a plane, then shell modifier plus tonnes of ffd…
I thought I'd have a go at some sub-d with something simple - a clipper lighter. Can't find a single reference image on google for the underside, but I'm pretty sure it's as the lazy mock-up in photshop, where it's a circle, with six little rectangles coming out of it. Is it best in this case to just make the little…
I don't have time to do it myself at the moment but here is what I would do - cut out a polygon a little larger then what you want for your key tumbeler. Detach it from your mesh. Then take that polygon, inset till you have a square inside it thats a little larger then the hole you will need for the key then delete that…
Ive been having trouble for awhile on one particular form of metal with seams. If you notice in the picture, the top of those plant incubators, the metal has a seam design in it. The problem with rounded surfaces with seams like that is that when you try to get the seam to have a hard edge when smoothed it ends up…
Vassago: Yeah it is. A couple of people on page 11 or 12 asked how to do some of those steps in maya and no one answered so I threw it together as a sort of modeling warmup. Some of the Max type workflow can be easily duplicated in Lightwave as well, but for maya, this specific thing seems to be quite a task. Same with…
many of us on this forum have shown this before. Please take your time and go back, i showed this method on the page before and Perna, Earthquake, Eric and so many more has shown fixes for this. The key to working with curved objects is to have a the edgeflow stay as consist as possible. If you add 2 edges to close to…