@JBurk The underlying topology in both your examples, with some minor adjustments, could work. Which starting topology layout makes the most sense will depend on whether the shapes need a softer or sharper transition. With subdivision modeling there's almost always going to be some kind of minor smoothing imperfection and…
I'll be showing the doublesmooth method or whatever you wanna call it. The point is a turbosmooth modifier that respects smoothing groups/hard edges, using it's iterations to control edge smoothness. It has some performance disadvantages, but the main advantage is working with curved surfaces like a cylinder because it…
@juanoblagu Those decimations look perfectly fine. @ArsenyZvonar First off, nice post! the amount of energy and time you put into this makes me want to give you my time and energy. When you cut holes in curved surfaces, you should match the cutting geometry to the surrounding mesh so that the quads can flow nicely. These…
This is kinda a lame question, but I'm not sure whats the best way to handle this for speed and results. Basically when dealing with a curved surface, I realize that you need to have a certain amount of density to maintain the shape first then you can worry about making hard edges where needed. However, this is a basic…
Catmull–Clark subdivision averages between existing points and this creates a smoothing effect. Uncontrolled subdivision smoothing tends to deform shapes and shape transitions that lack supporting geometry. Creating shapes that have crisp edges and minimal smoothing deformation often requires adding support loops on both…
Hi! I was hoping someone could lead me into the right approach of such shape. Military equipment is tricky.. So normally for helmets, I've had luck cutting out the shape with curves, like I've down so below, lofting it and retopo the sphere. However, this specific helmet has some harder aspects, and I've had no luck so far…
Hi there, I can relate to exactly what you're going through, subd modeling may at the best of times seem like a 'science' when an apparently unsolvable problem crops up but in the main I personally find a fairly straightforward method to implement an envisioned goal, especially for most hard surface objects. I mean, what…
Well first off, I do mostly hard-surface work, and I do virtually all of my high poly sub-D, lowpoly, and UV work in Modo. Modo excells as a straight-up modeling app. There are a few very specific task that are done better in Max, like instancing many objects on a spline, but this accounts for such a small % of actual work…
So I am working on this handheld howitzer and wonder whats the best approach to bridge these two parts (blue with red). My discarded attempts so far were:* Cap the gap and cut in connections. -> Took a while amd looked quite messy. * Bride opposing edges individually. -> The tight edges became realy messed up, especially…
Well if you go from a 6-8 sided cylinder to a smooth cylinder on a surface that isn't flat there is always gonna be a tiny bit of weirdness afaik, look at a sort of equivalent real life example: http://www.portlandbolt.com/image/products/full/hex_bolt1.jpg The only problem left in the version respawnrt posted is that he…