what you guys should always do is maybe try blocking the shape out with simple geo, and when you have the shapes, just use smooth by smoothing groups to get extra polygons for extra detail.
@TheWiredFrame Model the receiver as continuation over that curve. Create a plane using low amount of polygons. SubD it and play around until you get the desirable result. Extrude the plane and finally do a difference boolean operation.
@Udjani the second model is the best for me. That's how i have modelled the nuts i use as floaters. This is the way i solve too many things instead of using booleans, with mesh constraints or mesh projections. I just need to move the nut base mesh to obtain the slope angle desired. Here's the example: And different…
I know of this Edge Loop select method you are mentioning, but this only works on polygonal objects. Unfortunately not in the SubD edge mode. The 1/2/3 method does not help to hide the SubD representation in this case. :( Thanks anyway.
how to model the middle joint of Y shape ?i just model two polygons but no idea to the joint ,need to use which technique in maya to joint smoothly ? http://imageshack.us/photo/my-images/138/63906018.jpg/
Your edges are too tight, and too few. Add more supporting geometry so your polygons aren't so large/stretched apart, and make sure your support loop edges/chamfers aren't super tight. :)
Hi diop, I'd stay away from plain splines, as they convert to poly in a not always clean way. Just think in polygons from the beginning. Here is a step by step tutorial to get the shape you want, with quite high accuracy.
Hi. Not sure how to solve this polygon flow in this model I'm doing just for practicing. Just starting so not a good distribution of polys yet. A few lines showing how to do it better will be appreciated. Thanks Front view of the model:
@VesaN This is what i do in most cases, quite simple!. Triangles are the key for me, and bevels on hard edges aswell. An example with high and low slope. We can use "quads only" if we want less polygons. Hope it helps!
Hi there, you were right, there's an option, you can split at half the extreme polygons on the hole, and then add divisions (I did to level 1) here´s what I have: With more divisions the model gets smoother. Hope it helps