I dont think you can create a perfect Hexagone sphere. @SnowInChina example is the way to go though! So shift+A and use an ICO sphere and subd. Once. apply modifier and select one vertics in the middle of the hexagon and shift+g = amount of adjacent faces. And delete those. Now repeat for all the unwanted vertices.…
ProBoolean has a quadrify result option built in (always use it over regular boolean anyways since it's a bit cleaner and works better with multiple objects anyways). I haven't done low poly text in a while, but IIRC, in Max, my ultimate solution was to do this: Text to spline extrude the text spline. select the "side"…
I believe it is the Volume Selector. It makes it so that it selects vertices or faces that are contained within a specific volume(box,sphere,cylinder, etc).
Thanks for the answer. I appreciate your answer but your solution means that I should eyeball the roundness? I tried a different technique today on the small air exhaust on the gasmask. I started with a sphere. Then I selected a couple of edgeloops on the sphere. Then I did a quad chamfer on the selected lines. Then I…
It's just a matter of selecting every other edge and bevel. Just create a cylinder with enough segment and you should be good. No need to overhtink things.
You'd just select some of the verts of that horizontal edge that goes across the middle of the cylinder and you move them down slightly to make a curve.
The lines you have are pointing to the polygon edges on the surface. If you go to the mesh properties and select "show hidden edges" you'll see there's a triangle edge there. You could try selecting all the vertexes and welding them with a low threshold. To make sure you don't have extra vertexes - this may help. But I'm…