@bitinn since it's on the grid, you can add an edge to the middle of your bevel and snap it to the grid if i understand you correctly. Then use Connect on the previous two.
Trying to 3D model a skillet, but there's this ugly shading issue I can't seem to solve when connecting the handle to the rest of the skillet. Below I also attached the topology.
Hey everyone, after a long hiatus i tried to model in 3DS Max again and gain some beginner expierience, but i just cant wrap my head around some things. I can't understand when you connect different objects with edges or when you just leave them as different objects and move them close/into eachother. This seems like a…
This is a large document so don't click if your connection is slow. http://graphics.pixar.com/library/Geri/paper.pdf This is a paper Pixar did on their subdivision algorithms. Really neat stuff in there.
You could also try modeling the base shape, and doing the diamond bits as floating on top, that way you dont have to worry about everything connecting and all that
@ikokane to do the last step, select the text faces, hold ctrl, and click the vert sub-object mode to convert the face selection into a vert selection. then hit connect.
Why not just do this, delete the yellow line. Connect the corner to the adjacent corner: Then push the inside corner slightly in to reduce any flaring that might occur from pinching.
Shimi, 16 sided cylinder, in the middle, 12 sided cylinders connecting to a 16 sided Torus. [IMG]http://phototherapy.webs.com/cylinder_torus 2.png[/IMG] Is that was you were looking for?
Either you have to start with dense cylinders so you don't have to worry about topology and connecting edges or you would have to pay attention to cylinders sides to avoid triangles (which I think isn't a big issue in this case).
For the first shape, use something called Connect which is found in the compound objects in max.You adjust the in-between segments and something called tension, but you gotta clean some triangles after.