This is how i would do it. From top left to right and down . 1. Baseshape of where the fingers would go out 2. the back that would connect to it 3. fixed the finger shape 4. Meshes inside that i duplicated and scaled down to boolean 5. Union boolean the main shapes 6. Difference Boolean the holes 7A. Fixed topology 7B.…
Thank you very much for those lines, I keep forgetting about the 3 to 1 topology conversion. I did it try it though and I thought it would work but it didn't seem to fix the issue as much as it did just change the shape of the shading issue: https://streamable.com/l9rfp0 And the extra loops around the corners made sharp…
@"Joao Sapiro" Actually thanks! < 3 This image was super useful. Could just copy+paste the planes and throw a subdivision modifier on it. Had some good result pretty fast (good = compared to the pictures I posted before ; P). Mesh needs some polish, but I feel I had to show something, maybe will update a wireframe of the…
The only times I will use 3 or above is if it's a very simple and large shape with a smooth curve. Also I prefer to subdiv through artifacts than redo topology, no reason to spend more time on something you can get rid of in a second. Also sometimes when using the edge creasing feature in softimage you have to smooth 3…
Really Really finding this difficult... if anyone has any advice on how to initially get the 3 cylinders correctly joined it would save me a ton of time and headache! :)
Hello there. I'm a total noob when it comes to 3d modeling and i've been wanting to make a paper art with some topography 3d models that i can get online. I tried using google and asking some friends, but I don't even know the correct terminologoy for this. So I'm gonna send 3 images that sparked my art idea as an example…