Try finishing thr rest of the model and leave these small details for the end. You could collapse 1 turbosmooth and use those extra polies to add dthat detail
This is how i would do it. From top left to right and down . 1. Baseshape of where the fingers would go out 2. the back that would connect to it 3. fixed the finger shape 4. Meshes inside that i duplicated and scaled down to boolean 5. Union boolean the main shapes 6. Difference Boolean the holes 7A. Fixed topology 7B.…
s6: you've got a bunch of redundant loops there, 1 spit on the side of each rail; and 3 down the center, removing would drop your geo count quite a bit.
my usual work flow for this sort if thing would be to get the volume of the whole form as 1 mesh then split it into plates before detailing them. ha ha double beaten to it
But to get rid of those stray vertices is something really fast, 2 or 3 clicks and they're all gone. It could be faster with a script thought, something like 1 click.
Looks perfect to me.. :+1: also according context (animation, illustration.. maybe hero shot..? ). ..Maybe only double check the position of the span and the start end of the flaps.. looking at the red white blue circle they may be more "aligned".. ( here using "direct" quads and only a simple bevel.. but i curved the…
will try it out first thing in the morning, thanks! 1 question though: could you explain how you "slice" the geometry ? I never used such a function before (in 3ds Max).
Coldeez i doubt you even skimmed the thread as the answer to your question starts at page 1 first post and theres an actual implementation of what you asked in page 2...
create a spline (line in 3ds max) and use the filet tool. to create that curve. 1. Line tool with three points, 2. file the point you want to have the bend 3.voila