try adding an edge loop horizontally to remove that 5 sided poly on the left hand side... then re post what you get. Correction: I can see two next to each other, the gizmo's y-axis is pointing to them. there will probably be two more on the opposite side
I'm severely stuck with this if you could advise it would be greatly appreciated! I have made a slight change in the curve on the trim on the right hand side; figured it would be easier and better for the lower poly. I'm mainly stuck on the topology for the edge and the bulbous square area... its incredibly difficult :(
Can anyone offer advice on things to focus on whilst practicing hard surface shapes? I've been modelling a range of different objects for the past couple of weeks but I want to make sure I'm actually improving my fundamental modelling skills and not just solving the specific problem at hand.
How do I go about modelling multiple cylinders intersecting into one object with good meshflow/topology? I've been doing it a hacky way for years and right now i'm doing more and more industrial modelling, so i'm looking for ways to increase my modelling speed. Here is an image of what i'm talking about, the middle part…
Why not just post your findings, then? perhaps someone with prior knowledge in your app of choice will share a workaround fix or possible solution! And nothing wrong using whatever technique that comes too hand, It's the end result that matters. Preferably for full control, I'd vouch for manual editing rather than…
yeah I agree I always try to do a shell going the way that the model is not viewed from. But in most cases you will have to fix something usually, and it usually just a hand adjustment of two verts. This looks like a simple thickness to apply manually as well if needed. Like what drew says
Hey, marty i made very rough example just to show you. this is a cylinder with 64 sides. On top of that cylinder use cut tool with vertex snap after that some hand tweaking...:) and one more... nothing special simply move vertexes how you like it then extrude add support edges and thats it.
Thanks! I will go with a round and simple top of the stem and add normal map or displacement map. Still not sure how I will texture it correctly. I'm really bad at hand drawn textures so if someone could link me to some good brushes that would be great (using photoshop + maya exclusively for this project).
For mechanical hard surface? If indeed the case, hmm.....well pretty rare these days to find one still in print, though you might get lucky searching on ebay. I'll also suggest, exploring student friendly narrated video content which on that note one really can't go past Tim Bergholz, particularly for his 3ds Max stuff…
does anyone have any techniques for adding edge loops to curved geometry in 3ds max? like you know if you just add a one using connect in edit poly edge mode, itll make that part of the curve flat, and if the curve is very gradual its nigh impossible to tweak it by hand to make it smooth again..