Hey there folks! I am starting a VFX project where I need to track a face then add a growing tip nose,(Something similar to Disney Pinocchio), tracking stuff I think is pretty easy but I am wondering about modeling, how can I manage it to stretch and have proper UVs or deformation, Nose should stay normal and suddenly…
heeere's comes Wizi lets make it easy, the big cylinder under is 18 sides and the small one is 14 sides =). I was not quite sure what you wanted to achieve so i did 3 diff. Models. see if it helps From Left to right. 1. I use primitives to align the 2 cylinders edges to eachother. The big one is 18 sides and the smaller…
so I made a very rough boolean opeartion, after that I did manual cleanup for edge flow on open area for engine section just to give you an idea. There are number of approaches you can take though, You can try spline cage method for modelling this as one highpoly mesh, most commonly used for modelling cars. However I would…
@navneethdodla94 Start by blocking out the shapes and matching the cylinder segments near the intersections. Try to minimize the amount of superfluous geometry by using existing cylinder segments as support loops for additional operations. Avoid adding support loops and secondary details too early in the process as this…
You're welcome glad to help plus correct! re-routing geometry typically enables minimal effect upon adjacent topology throughout the iterative process. Put simply, for example's sake in terms of triangulation. A 'high flow' or high too low poly mesh projection technique when creating an asset to be potentially rendered out…
Hi folks, I'm having trouble with a shape here, not sure if i'm on the right path or not. The shape described here in these images, essentially it's a cylinder with a perpendicular circular extrusion that seamlessly moulds into the shape of the rest of the main cylinder it's joined to. This was my most recent attempt. I…
@gerardpd It's a good start to the overall shape profile but there's a few technical issues that need to be addressed. The smoothing artifacts on the subdivided model are likely caused by a combination of issues but two major factors here are a lack of support loops and inconsistent or non-coplanar geometry. Most…
Way to much uneeded control loops atm, it's only giving you a hard time on tweaking it.. BLUE is one of many of that uneeded loops.. remove it, i bet it looks much better when turbosmoothed. RED is how you're supposed to model it from the very beginning. perfectly straight or perfect curve. You can use spline as a guide in…
Hippo : when someone says 'more geo' it usually does not mean you are supposed to add more cuts to what you already have. It means, starting over again, but building your base shape with say, a 48-sided cylinder already 'holding' its roundness by itself, as opposed to using a 8-sided cyl requiring subdivision to become…
Hey shape modelers! So I had a few people ask me at work how I add cylinders into cylinders etc, so I did a little breakdown on how I approach it. Here is my image breakdown: So.. 1. firstly I created a plane with divisions equal to the power of 2 (in this case 32). 2. I created two cylinders as reference to cut into my…