Hello! I would like to make an egg carton and I don't really know how to make it nicely curved. So where do I start and how do I move forward with the model? (Using Blender)
@macaron10 Looks like the basic topology flow should be workable. Running the support loops around the perimeter of the shapes will sharpen the outer profile but redirecting the loops across the flared cap will produce a softer, rounder profile at the end of the quillion. The blade and hilt sides of the cross guard aren't…
Hey guys. Having a problem with one particular type of mesh here in 3ds max and can't seem to wrap my head around it. Maybe some of you can help me? Basically, here I have a bracelet that is textured and modelled without a distortion. And it has an oval-like shape. I want to create one just like that, but no matter what I…
So, I've been trying to inch my self back into sub-d modeling again and one of the things I've been doing is just going through this thread trying to experiment with the situations etc. And I found this helmet that I wanted to practice on I tried a few methods for a while and the best that I've found for myself was to…
Right now I'm making a Sako 85 Finnlight rifle. So far I have a low poly: Now I'm trying to build the high poly on top of it. I'm stuck on how to approach making those ellipsoid-ish grooves on the side of the bolt though, especially since they have a shallow organic curve with a crisp edge. reference: I originally tried…
@drakewho looks like I found the reason why you have that shading artifact. Try to add this support loop: What level of subdivision and number of Bevel segments do you want to have? Level 1 and 1 segment?
You could probably add a support edge at the top. Should reduce the pinching. Maybe something like this? It's hard when you don't have the whole model, so someone else is gonna have to help you with the parts in circles.
I'm not sure for this specific case, but sometimes you get better result by leaving 5 edges or more ngons instead of connecting everything to quads. Removing the "diagonal" edges here would probably attenuate the artefacts (like on Quack example)
The handle itself tapers towards the end of the tip. Doesn't look like your model reflects that. Also that corner appears to be more rounded, especially at the top and bottom. So you cold pull those vertices away from the corner.
hey guys, would you mind guiding me to if the Edge flow is good or should i redo it somewhere before jumping into the HP version of that part? (which ofcourse will be split up like the Ref. Reference topolgy wise for the Blockout