hi , i just want to ask, about joining between 2 mesh which is cylinder and square part . i need a good polygon connection , can someone tell me how ? this is example of mine .
Yeah, tesselate also might work... better than go crazy with chamfers, than It's a pain if you need to go back and remove them. The new Flow Connect is useful for this btw, if you ever need it! :)
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!!!!
@FrankPolygon ok thank you for answering. So what are you saying is basically what i was doing, adding cuts to the fuselage from the top and from the bottom to connect them to the wing section, as you can see on the 1st picture i added a lot there on bottom, since that part of the fuselage has no wild curvature and the…
@FrankPolygon Thank you, you're the best. Using the initial geometry to determine all these shapes at once instead of doing bevels first, and then trying to connect them is... Welp. Great idea, and so simple too. Thanks again.
you could just do cylinders connected together and capped to fit them; cut them in half and float. if you want them connected go in and cut the geo of the mag and append/weld the geo add in some control edges/use max's version of crease to reduce the number of control edges, and call it done. It still wont be super clean…
Hi, guys! I have a serious problem with creating a rattan chair. I spent a lot of time trying to make it, but my chair is still crooked. It all started with the fact that I made an iron base, then I made a rattan plane and I tried to bend it. I had to connect rattan and iron base, and I decided to use rings shape for…
For now the main cockpit frame is connected to the plane's body, that's why I have those extra edge loops. I was thinking about maybe extracting the frame faces so I don't need those extra loops.
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)
Hiya, not-really-a-shape-but-a-technical-max-question here I'm aware that I can constrain vertex movement along the edges they're connected to, but this vertex is at a border, and I want to move it in red direction, which is equal to purple's angle.