Clockwise from back left: 1. Box with divisions 2. Scale in alternating divisions 3. Connect rings running length of mesh (see inset) 4. Connect rings around inner parts (see inset) 5. Sub-D (TurboSmooth in Max) 6. Bend Modifier
1. choose the flat mesh 2. go to animation > create deforms > Nonelinear > bend 3. Rotate the "Bend" Line so it sits flat with the mesh 4. click on the curvature and play around with the numbers to fit it around in a circle (Usually it's a PI, 3,1415 so it fits around perfectly)
Uhm, actually model created in 2 parts, shell and a regular sphere inside. Because they have got float distance between (doesn't touch each other), it's not a negative extrude/bevel seam. Yeah, but modeling steps is similar. * Start with a sphere 32x. +Editpoly modifier * Select some loops, chamfer edges (in max chamfer a…
Minor Advice needed. (Using Maya v2012) I have 4 ways in mind but i hate trying them all to see which would be quick and give the best result So i ask how would anyone here tackle Modeling the design within the red borders
Hello, i have 4 times trying to model this thing and i never have the right shape, anyone can help me with this? I dont care too much if is the complete model but i only want to see how you guys will make the triangled hole and screw hole.
You are making it too complicated. The door is not just one piece. Try to seperate it into its parts. The frame consists of 4 elements. The hole in the middle is another element. Break it down into its parts. This makes life much easier. A carpenter wouldnt try to create a door out of a single piece of wood.
Your images did disappear. I saw them before they went though. Per, I think using one less subdivision like you did would work out better. You can always chamfer that edge. This one ended up a little thinner. 1. Box 2. Sub divide 4 (i think) times 3. Spherify 4. Boolean. 5. Cut away all the geo that can be mirrored and…
Hey buddy, this is a nice practice in studying your references properly and planning it out. As seen below: You have two repeating patterns of spoke A and spoke B. 4 of each, 8 in total. Two axises can be mirrored using symmetry, so 3/4ths of this can be ignored. One additional symmetry can be placed at the center of the B…
Had a go at this, not sure if my method counts as "manual tweaking" but the result is there. Check .obj, you will need to put a Turbosmooth on it, I used 4 iterations for mine. Edit: I also made my mesh from scratch just to get some practise. https://dl.dropboxusercontent.com/u/45171669/Polycount/Kroma_shape_test.obj
@tynew just sharing a write up you asked for, did not know you want a tutorial for exactly same issue you are having. I see 8 spokes here though and perfect symmetry frankpolygon did a great breakdown too. Issue would be 7 spokes with 4 or 5 lug nuts.