Thanks Danielmn for spending time to help, it's another way to approach. I'll keep some steps to apply in another model which more complicated. This one I think previous way is fine. sebas, I think in ur example, quad in quad and subdiv at least level3 to make it smooth. (>10500 faces). Another hand, 8sides in quad just…
-I just took a random amount of edges, you will have to work out how many you need for that :p 1) Make a cylinder (having 1 cap segment is helpfull to make the selection) Select 2 edges, skip 2 (or you could do like 2-3, 1-2, depends on what you need) and scale them in as much as is needed 2) remove the top 3) with border…
Hey im trying to make the wrist armor for a clone trooper and im getting some pretty bad pinching on the backside thats making the corner protrude out. Its a very minor issue but I would like to make sure the topo is good. Does anyone have recommendations for how to fix the topo on the back? Ive circled the pinching in one…
You can extrude along a curve for those. You can find that option if you open the extrude options dialog. Make a curve snapped to the center vert at the origin and then use an ortho view to snap the rest of the points in and snap the last one to the center of the faces you want it to connect to. If you want it to be a…
Here's my method that I said at beginning (considers it as the answer or solution until someone suggests me better one): More details for anyone that not familiar with sub-d modeling: (I'm still learning so I want make better explaination for people like me.* There's a triangle, a circle and a square. You need to make a…
well it's not really about optimizing, it's just the more edges you deal with, the more painful it becomes to keep curved shapes. In my exemple, if i add a loop to correct the angle, i have also to subdvide all the "cannon" twice to keep my shape a perfect circle. And then it becomes painful to handle those edges on the…
I had a go at the rim. It is not perfect, but close ;) . I didn't include the screws at the nub. I also have some pinching issues. They are not very visible from afar, but up close they are quite ugly. I didn't find a way to get rid of them without loosing much definition of the overall shape. Maybe if I'd redo the whole…
Hi there, I recently watched Grant Warwick's Hardsurface Tutorials and did some practice pieces. Right now I try to get details onto a bent surface but I am getting pretty uggly stretching along the holes, what destroyes the surface. (yeh, Viewcube...) I know of the approach to model it flat and then bend the pice but that…
Yeah i agree this thread goes a bit round in circle. I'm pretty sure if you've read the 3279 posts of this thread, you have a good comprehension of the theory process. Now sure, the more examples, the better. Then experience is required to apply theory or adapt theory in an efficient way. Same goes for every discipline.…
Here's how I made it: I made mine by using array modifiers and mirrors (no FFD or anything) which made it easy to see exactly how much I needed to scale up the radius of the 'leaveas' as I could fit them together as I was modeling it. I started with a circle but looking back it'd probably be easier to start with a sphere.…