Okay I'm having some trouble. In the image below, the bottom row shows what I originally had set up to support the edges of my model. I didn't want to add an entire new line down the length of my model because it looked "off" in the render, so i connected a few vertices closer together. As you can see, it looked scrunched…
You should simplify your topology because yours is too messy. You should study the tank and break it down to simple shapes and focus on the small details later. For the turret break it down to a low cylinder 12 sided (low geometry = easier to control shape) and the back end is just box, both of them should be then merged…
Hey guys. Just when i was thinking I am getting better at this I run in to another situation. I am uploading an image with example of what I don't understand. I am also not looking for a solution for this exact situation but trying to understand how it works. So I have a shape and I have to cut out a hole from it. (like in…
I wasn't able to figure out how to import OBJ's or Max files based on text/characters. If someone would be so kind as to clue me in on that, I'd be most appreciative ^^ So i just remade the shape. Plenty of other errors, But we'll pretend those don't exist for the sake of focusing on the main question. Edit: was going to…
@ghaztehschmexeh - Yeah, just wanted to show another way of doing things. I think the double smooth is really fast and simple and for certain parts it works really well for that. I made a quick example of different ways to do the same piece. Red is the most common, creating edge loop tension around your corners. Blue is…
@akilesKRSK Any particular reason you are trying to keep it a quad mesh? Dont be afraid to use Ngons, if you understand how they subdivide. (If you don't you can always quickly do a smoothed preview and inspect the wireframe.) If you are worried about wobbly shading because of the Ngons, you can always add another edgeloop…
It all depends really, if your running into a triangle or ngon that is stopping a loop from following through, you could always just quad that tri out if it allows your loop to flow in the direction you want it. I manually cut support loops for more complex shapes every now and then, but i always check constrain to edge…
@admiralpixel15 @JonahH_M Decided to take a stab at the shape as well, looked fun! Just wanted to propose a different solution, because in a lot of situations, you don't actually need to add that much geometry. Sometimes using a ton of geo like that can make a cage more cumbersome to work with. Just aligning your boolean…
Hi everyone, great thread So i'm having trouble understanding something mentioned in this thread a while back (waay back) its about adding irregular details (edges) to cylinder (6 sided) and have it still subdivide into a "prefect" round cylinder. Here's the image The method of finding the location of the edges im sure is…
I have this simple pattern that i want to duplicate across to form a wall or floor or whatever. Can i just combine them instead of merging verts, because it doesnt seem to welcome that unless i go to each 2 verts. Also i see that it would be too many polys, should i texture such things as mentioned above by zacD? To me im…