I know this thread is about sub-d modelling, but some shapes might be easier to make in nurbs. And if it´s to be baked to a normalmap, you don't have the pain of stitching and texturing.
as far as i know its mathematical not possible to create a perfect hexagone sphere and for blender there`s an addon called geodesic domes which can create a lot of different base topologies
How would I go about adding the 3 indents (holes) into the selected mesh behind, without messing up the edge flow. I can't seem to get them in there :S
You are overthinking this. It´s totally fine as long as the shading is good. Who told you to avoid non-planar polygons? Basically its impossible, except you are only doing cubes.
@TeriyakiStyle If the client/studio wants exactly the same mesh as in the concept you can talk with them and say` hey...with fusion we can get that exact mesh and trust me if you want to modifiy that mesh after some feedback it`s very easy compare to max sub-d. Don`t get me rong, i use sub-d every day but for some meshes…
my try on that, but i had to make a couple of "fixes" using the quad chamfer, not that chabby to be honest. Works Pretty fast! SCENE IS UNDER. https://www.dropbox.com/s/m3pj03n4i3lt0f4/myresult.max?dl=0
Hi guys I want to ask is there any modeling books or videos that learn me how to draw complex segments and topology and how to model hard or complex curvature in s mesh? regards samy
pretty straight forward. i have to go to work so here is a 3 min try. https://www.dropbox.com/s/56y0wymjl3832sv/hereyougo.max?dl=0 and the file there, to see how i broke it down.
This kind of thing isn't really new, but this is an awesome and illustrative video of Molotov ( http://www.cgtalk.ru/forum/showthread.php?t=23293 )'s subd workflow [ame]http://www.youtube.com/watch?v=epqUf2SI3kw[/ame]