@julienayheva At first glance, it doesn't look like a real life object since there's a lot of weird shading, shapes, and proportions that aren't found in most modern printers. If you're recreating a 3D model, you'll have to rely on the render/screenshot shading, however strange it may seem due to incomplete smoothing…
Good job getting the shape right, just my two cents about a couple things you could try to push it even further: 1) Pay more attention to the size and shape of your bevels once smoothed, consistency is very important in order to make an object look clean. In your case, the sides and the bottom of the shape [the one you…
Steps is similar, don't have to reapeat whole again. Your method seem isn't easier in last steps, maybe longer than. And I ask about boolean afterward... And can you tell more about these steps - What about 9 and 10? It doesn't seem show any useful info (?) ... it'd be better if u spend time make a example for these steps.…
I know, me and my teacher discussed this, it's geometrically weird. I don't have any refs, I just figured it would look cool. I guess in real life, a part like this would initially be two parts welded together or something. I'm making it for my scifi weapon, it's supposed to be the top part of coil/side gas canister or…
thank you for the advice perna. im doing a side project for work that doesn't require 100% accurate geo, but I'm trying my best to give the appearance of such. i dont know what my problem is but I've been struggling with certain objects that don't appear complex but end up being hard for me to nail down. just looking at…
OK, I've been trying to teach myself Mudbox lately and I've run into a wall where I need to ask how the pros do it. Consider this space dude face I've been working on: Now, see that thing on the side of his head? I struggled endlessly trying to get that to be a nice flat piece of something but no matter what I do in…
Because generally, whenever I try to do boolean ops with objects that have faces that coincide, sometimes the operation will create bad, super thin faces that force me to just delete the whole area and bridge/cap. So I guess I've grown used to avoid that, and prefer to just bool stuff that doesn't snap exactly at the same…
Posted this in your thread Tycho, hope its of help. Stuck it in here for keeps sake too. Step 1: create a plane completely flat, with your shapes cut out of it. I started with a rectangular spline, filleted the edges and extruded from there then just duplicated along. If you start with a spline the curve should be perfect…
@TelekenticFrog: Hehehe I had a similar TOTALLY OCD problem with the top of a ceramic kitchen pot. Simple-seeming inset drove me up the wall. I redid it 7-8 times over two days and came to the same conclusion as EQ. Specifically, that if I can identify a real world shape as "inset", then insetting and controlling the…
@FrankPolygon thanks, I massively appreciate the detailed response. After reading your post a good few times, there are still some things which remain unclear to me. Would you be able to elaborate on: "It may be helpful to start by analyzing the reference images to identify and categorize the object's surface shapes. Look…