Hi fellas! I've been screwing around with this model of my tomos' brakeshoes the last couple of days and I can't seem to get it quite right. Tried keeping it as quaded as i can I get these kinds of errors Also tried with a boolean But I get the same thing, I'm having trouble adding these details and keeping the curvature…
Tumerboy: For that many tiny rivets, I'd probably go with painting them in a bumpmap later. I've fiddled alot with placing 3d rivets along surfaces in Max too though, and I'm not really happy with any method I've tried so far. Either I clone them out along a path, scatter them out to vertices of proxy geometry, or place…
@AlexanderLawrence studying this shape which for me there's a clear indication of it's CAD (solid double precision) design ethos, basically akin too most manufactured machined products in the modern era however that said for a 'close' approximation via a parametric workflow, probably a combination of techniques i.e.…
@perna if you dont or anyone else minds, are there tips on how to clean up geo such as for details like this? The problem I have is always when cutting out the shape, I have triangles and other ngons that ruin my shading. When I try to channel the loops to avoid the tris, the object gets pinching because the segments are…
@lammer_228 Overall it looks like you have the right idea. Whether or not the shape is correct depends on what the model will be used for (hero prop, background prop, minor environment clutter, etc.) and whether or not the model needs to closely match the reference images. A lot depends on where the object will appear in…
Damn... does this forum delete posts when you make too many edits? Keeps happening... I was trying to do the example that Arrimus did in today's video. He's talking about different strategies with booleans and I wanted to give the quad one a go. I think he uses creases but I couldn't get the subd to look right when I tried…
@ronigeva Looks like the intersecting geometry falls directly on top of the cylinder wall edge segments and this is causing deformation when subdivision is applied. Placing intersecting geometry between the existing cylinder wall segments will allow the existing geometry to act as support (which provides room for…
Ok, interesting, this wasn't exactly what i was expecting(as visually this works fine) but i'll try to help as much as i can. You seem to be asking a little more about workflow stuff, so i'll share a couple good rules i try to use. First off, to avoid having to deal with very small edges, try and block out all of your…
Thanks for the quick reply ! Yeah I've tried that already, its a great trick, you can use 2 or more of the bend modifiers to make a spherical shape as well. The shape I'm doing is a small section of a bigger sphere object. just bending it 1 direction doesn't work out. ( since its not spherical) (will need to try the FFD…
@UhhNope Shading / subdivision errors on cylinder intersections is a common problem. There's a few ways to fix it and what's right for the project will depend on factors like object size, view distance, object importance, etc. The basic idea is: subdivision modeling won't produce CAD quality results. There will be errors…