I was just being dumb and tried to create something in the most unproductive manner possible. The question was already answered by WAYWO (and the million other threads/images before that) and I felt like posting something dumb.
^ This. It could be said that some of these loops are unnecessary as they don't contribute to the shapes: But it could also be that they're necessary for vertex painting and stuff like that. In the end I wouldn't bother to invest the time removing them unless needed.
@Ladygrace Seems like Max still busy "remember" the transformations you did earlier on the mesh, ResetXform should fix it. Just to be sure, apply an "edit mesh" and an "edit poly" modifier and then ResetXform couple times
The actual geometry, It has a ngon for now. Scrapped, Consider this problem solved found away around it by breaking a few edges and adjusting it to keep the curve still would like to know a better way than doing that.
Revel-thanks a lot for the plugin link! And the smoothing fixed the problem, so another thanks for that. And I'm going to try your method for the 3rd question, since it sounds like it could be easier than the Array tool.
Yes yes yes! I finally could get it! it's like a game of connecting points and edges! I really appreciate your help! Thanks for all your support! And the OBJ is awesome! Thanks for sharing it! Greetings!!!!
Just use ngons on the flat parts of the knife and then simplify the profile of the blades edge. Ngons on flat faces doesn't matter as it won't be seen anyway and it doesn't look like you'll do any sculpting on the knife.
Hey guys I am trying to model a cylinder with holes in it and I can't seem to figure out how to, what should I do in order to get a shape like this that has proper topo? Thank you
So I'm following Millenia's excellent shotgun tutorial, but with two small differences: I'm using modo not max and I'm making a TOZ-120 instead of the m37. I've done 90% of the high poly but I'm stuck on this one piece, the front wooden grip: I'm confused as to how I can get the inset area and have it cleanly taper down at…
I'm curious how would you guys pull off modeling a cartoony character that looks like this? I've done some more realistic character modeling in the past but nothing heavily stylized like this. Capturing the expressions of the mouth and eyes is honestly stumping me. This is what I've done so far: I've been having a lot of…