Yeah. I know that sharp edge image is NOT what i want. i want the really wide one like pic 1 and 2. But I'm worried that shape there at the end gets too.....blurred? I'm not sure how to describe it. :P
Hi! So I have been struggling with this for a while and figured it is time to reach out for help! What I get from the image and reference is that number 1) is an eclipse shape and 2) is a perfectly round cylinder. They both meet at 90 degree turned angel. Any suggestions on how to approach this?
You can just add 2 edges when chamfering instead of 1, but it will still slightly smooth the middle loop, so you lose a bit of volume compared to solid chamfering, but it's similar enough. Would be a nice addition to the chamfer options though.
Build the whole thing without doing the indent. Basically 1. Modell the thing 2. Extrude in the part you want to be the Hatch 3. Extrude it out 4. Extract that part you want to use as "Hatch" Door. 5. Smooth and see if it fits.
calen, you could always try to make it really low poly. Without any edge support Import it to Zbrush, amp the HP up without using smoothing 2-3 times, then apply smooth and amp it up 1-2 times.
1. Convert your patch to a editable poly. unwrap and relax it to remove as much distortion as you can. 2. Use the TexTools 'Swap UV's with XYZ Channel' button 3. position the Grip pattern over the flattened mesh. 4. Add a skinwrap modifier to the pattern and add the patch mesh to it. 5. delete the edit_poly modifier on the…
Yes it´s more or less correct, but even with the now given geometry you should be fine enough i guess. Here is some kind of step by step: 1.Starting plane :P 2.Inset desired faces 3.deleted 2 polygons and adjusted it(i hope that part is clear enough) 4.Adjust shape(deleted 2 edges which came from the inset) and made new…
First you do this: [vv]1496428[/vv] then you do this: 1 - icosahedron 2 - chamfer all vertices 3 - chamfer all vertices 4 - remove all polygons except the pentagons 5 - weld/collapse all the corner/triangle vertices MAGIC!
Not much. I worked on 1/16th of it then did sym all the way around. Removed a couple edges. The only thing I did manually (Obviously( was cut 2 loops front and back + clean up boolean geo. I'll do a gif in a sec.
first off, you're approaching the high poly wrong, that most that will do the normal map is add a faint 1 px or less line. For that type of shape I'd just use floating geo... http://www.polycount.com/forum/showpost.php?p=1363268&postcount=9