You need to keep even distribution of edges on the cylinder, otherwise you ruin your cylinder shape. So use the original vertical edges of the cylinder as control loop, without adding more or moving them. If you need to edge to more defined you may need more edges on the cylinder.
Is there a single chamfer op in Max that lets me get something like C from A? All I get is B. I guess I could get that if I chamfered the four vertical edges first, then added a loop near the top, and manually shrank the top face. Any quicker routes?
This is how I modeled it: - Cylinder (many sides); - Inset the top side and raise the center vertex (with soft selection) to create the dome shape; - cut the hole out; - delete three quarters of the mesh; - optimize the quarter (delete useless loops, collapse edges etc.) - symmetry on x and y axes - done! :)
@"Joao Sapiro" In your design you have 2 edge loops at the top most part of the inset vs a single center point one (like mine). In your experience does having 2 give better smoothing results then 1. Or does it not really matter and that's just how you modeled it?
so i took the Lamborghini Hood obj, import it into modo I'v just delete the part i dont want to be sharp (the two edges on the front of the hood) and from there I change loops direction until i have good smooth : Iv also made some slight modifications on the top!
@borealis When working with intersecting compound curves it's generally considered best practice to rely on tools, primitives and modifiers to generate geometry with a consistent curvature and segment spacing. It's also helpful to block out the shapes before adding support loops and secondary details since this makes it…
I think you're getting the vocabulary a bit wrong here. What do you mean by "hide the control edges"? You should try to understand the behaviour of subdiv fist, I think you should start with some simple shapes, just a quad plane, turbosmooth in your modifier stack. Add one segment at a time and start dragging and pulling…
Wirrexx, Thank you so much for the pictures and the link, I finally got it. I now understand the need for the geometry to "support" the shape and the edges bellow the shape to effectively stop the polygons from stretching or being under too much tension (Probably incorrect terminology) Another learning outcome I had is…
I'm modelling a heart-shaped locket: As you can see at the bottom right, I want a rectangular divet in which I will insert a hinge mechanism. The heart outline did not used to have so many points: I added more to accomodate the divet and still give a roughly even density of ege loops. I am trying to get the divet to…
@Povilas pages 169-171 have additional examples of cylinder shape intersections. To add to what Kanni3D has already said and to prevent these types of smoothing errors in the future: Match the segment count on the rounded shape to the intersecting geometry. How much geometry needs to be added will depend on how accurate…