Hey guys, massive jar of e-cookies to anyone who can solve this one. I want the hard shapes on the top of the left one, and the rounded shape on the bottom the right one. Basically, I want it like this: But as you can see I'm getting a lot of pinching and whatnot. We've tried a lot of different approaches but no luck so…
Couple of options. -Make the cuts, correct the horrid topology errors you'll get and add more geo in the process. EDIT: -cut the lines, make several copies of the pre-sub-d mesh you have, then delete the rest but the panel you want to keep for each mesh, fix the topology so the edge loops terminate on the end well and the…
Ok, you have one thing playing on your side here - it's flat. Extrude -> Booleon -> Cleanup | since the surface is flat you can cut in some obscure edges to support the shapes, just make sure you try to maintain even poly distribution. It's a different story if you want to curve the surface however, in this instance you'll…
Thanks for the reply! So, I guess you are saying that i should increase the subdivisions on the "cylinder"? Right now it looks something like this So with the horizontal edges so far apart I wouldn't get the same result you have. If I understood this correctly, by how much do you think I should I increase the subdiv (now…
1. Build the primary shape firstly. Have as little control points as possible (i probably could do it with less geo, but heeeey.. im not perna) 2. add a symmatry, work with the entire shape (cause it's symmetrical untill that small part) 3. using the double smooth method (keeping smoothing groups). I got my main shape…
@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…
My Mesh is by all means not perfect. But the steps are there to make you understand. I started with a plane and extruded it using Turbosmootmodifier. This to see that the curve is Both even in spacing and too see that the curve is correct. I Then Applied a edit poly on top of it to work with what i have. And noticed in…
@Maya2025 It depends on a lot of things. Does the shape need to maintain those flat segments? Does the shape need to be completely round? Does the shape need to be made in zBrush? In a standard modeling package I'd try something like this: Start with a base shape. Cut in some edge loops. Create a single repeating part,…
@iacdxb I assume you started with a subdivided plane and cut it up in order to create the silhouette. Instead, I'd block out the silhouette first, add support loops for subdivision surface modeling, and then fill in the space between for proper edge flow. Your workflow makes sense if the surface has a uniform curvature…
I'd hope this would go without saying honestly. If you giving anything to anyone then it needs to be in a state where they can work on it. Obviously don't purposely make your topology a mess, but don't waste time making it beautiful either unless it's going to be seen. :) I see "Good topology skills" as making something…