@wirrexx you are a rockstar mate! I was using 32 sides and trying both offset and direct edge extrude as you can see in examples however that one crucial piece was to use the vertical segment for the hard crease which you showed from there it was just adding a pair of extra edge loops to tighten up that pinch and voila I…
Hey guys, Apologies if something similar has already been covered. I'm interested to find out how you guys would create the corner that I've highlighted in the following image: I've been playing around with this shape for some time now and can't seem to settle on a topology that I like - mainly because of that triangle…
So this is my attempt at doing this shape, two C's intersecting. I boolean'd two toruses, flattened what needed to be flat and fixed everything by pulling vertices and cutting edges. I think the result is mediocre at best. There are no major artifacts and even no triangles at all but I feel this wasn't the right way to do…
@JBurk The underlying topology in both your examples, with some minor adjustments, could work. Which starting topology layout makes the most sense will depend on whether the shapes need a softer or sharper transition. With subdivision modeling there's almost always going to be some kind of minor smoothing imperfection and…
Guys, what would be the cleanest and best way to create the circled part in SubD ? All I cant hink of now is having two loops there really close together and then fade them apart the further they go away. Not so clean. It's been too long since I've done this seriously :(
calen: look up creasing or panel loops for zbrush. What you can do is take out those supporting edges and just do the creasing in zbrush. With sculpting you generally want even faces. There is a alternative method which is you bring the original mesh in to zbrush and then use dynamesh.
Thx, that was what I tried, but it requires me to straighten the edge loop afterwards. And of course I have to do it one by one and eyeball it. I eventually went with a bevel but with chamfer mode "off" and force parallel "on", it will create something similar but with adjustable parameters as well as can be done in 1 go.
I believe it's coming from the pole (vert with 6 segments coming into it) in the center of your mark-up. Try and adjust your flow to eliminate it. Send the loop around the top of your hole down the straight side to the right rather than just having it be a circle. Hope that made sense.
hey, i was wondering if theres a workaround for this. Basically when I collapse two verts to create a support loop, it gets deformed and moving it out etc is inaccurate and leaves "dents" especially on deformed meshes. As you can see after i collapse it, it deformes and causes artifacts. Is there a cleaner way?
Seems like you have it creased on the borders of the handle, and when the creased edge meets its uncreased brother on the cup the subdivided geo bends inward. If you want the handle to have a rectangular cross section Im guessing you need to add some support loops and ditch the creasing