Hello everybod, i'm pretty new in 3d design and i still have problems with the worklfow. For example here, i want to have an rectangle after aplying a subdivider.
Agreed. Thank you, I am learning a lot very quickly about hard subdiv modeling thanks to your guidance. :smiley: I had a bit of trouble planning this model because it's a bicycle frame and I have to plan the intersection of 5 differently shaped cylinders all at once at different angles. So for example increasing the geo…
Hi guys! I'm having problems in modeling an arm bandage in Maya. I've tried using curves and extrudind, but the object randomly twists:(. Is there another way to do bandages? Example:
Thought it may help some people. I made a pistol cylinder. Nothing fancy but I think it's a good example of "don't hesitate to add more geo if you need it" :
The "n" in n-gon stands for "not-your-enemy" ;) Your mesh actually is a good example why the "all quads" philosophy fails, of course you can stick with it if you like.
If you really need a 'perfect' circle, simply add more geometry to support that shape... this is an example using connect and spherify then extrude in Max (the green circle is a circle spline to test the result):
@DeathstrokeFTW I see nothing wrong with that topo; why you hate that? @Evidenz If the surface is flat (like your first example) , I see no reason to not relax the corner more, like this:
If you're using a typical edgeloop insertion tool to create those loops you'd need to go back and delete edges to make the second example I gave. It's quicker to just leave the extra edgeloops in there.
Just do the bumps as floaters, like slightly squashed halved cylinders as in the example above to the right, but extrude the open edgeloop (where they touch the body) outwards so it lies flat against the surface of the gun. Less messy than modeling them into the body, and more flexible, but still smoothing as if they're…