@tonpix In this case it would be a lot faster to ignore all the support loops and just bevel your edges upon weight or angle before subdividing your mesh (bevel with modifier and don't collapse it) Really you shouldn't be afraid of having ngons or triangles, as long as the end result is what you want visually. You are…
OBJ File It have the steps I used to get to the final shape...Starting from a plane / edge extrude, then make a cylinder as reference, to scale the piece around and align it later on. I pick the cylinder as rotation pivot then duplicate it around and correct the misalignement of edges to have the straight parts, then…
@kuronekoshiii This shape is essentially an oblong through hole so the same principles apply: place the intersecting geometry between the existing edges of the cylinder wall, match the segment counts on both shapes and use the existing geometry as support loops. How much geometry needs to be used depends on how accurate…
Uhm, actually model created in 2 parts, shell and a regular sphere inside. Because they have got float distance between (doesn't touch each other), it's not a negative extrude/bevel seam. Yeah, but modeling steps is similar. * Start with a sphere 32x. +Editpoly modifier * Select some loops, chamfer edges (in max chamfer a…
Hello, welcome to the awesome world of Subdivision Hard Surface modeling :) Starting out nowadays the amount of available online resource can be a confusing grind to sift through so to make the process a tad easier, here's some pointers I've managed too pickup along the way. So regardless of complexity beginning with as…
You already have the shape you need already i'd say, it's just flat. Grab the edgeloops that run along either the top or bottom of the spiral shape and scale them either in or out and that should do it? An easier way still would just be adding 1 edgeloop in the middle and scaling that out. Moving any of the scaled loops up…
Because generally, whenever I try to do boolean ops with objects that have faces that coincide, sometimes the operation will create bad, super thin faces that force me to just delete the whole area and bridge/cap. So I guess I've grown used to avoid that, and prefer to just bool stuff that doesn't snap exactly at the same…
I think you are projecting a bit. I know you talk generally but certainly that is aimed at me aswell. The truth is i messed around with this shape for two hours last night after work. Not because i'm lazy but because i want to get better. Likewise i post here not out of entitlement but for the same reason that i want to…
@Ausonian Thanks for the suggestion. I may have to try that. The only problem I'm having with it is that I can't bevel those edges hardly at all without the geometry flying out of control at the end of the ramp. It looks great with a subdiv, but I don't want to use a subdiv to get the high poly because it will result in…
I'm even more confused and beaten by Joao Sapiro by that post. Yeah, in your photo everything looks easy, but you don't show the transition of the bottom side of the bill which is sharp in the front, but it widens when going to the back of the head. Also, it looks like it's 2 separate pieces, 1 piece of geometry for the…