thats what im slightly struggling to wrap my head about still. shouldnt you in this example use a cylinder with double the sides, so it provides the control loops for you? no need to shift edges around then
Hi, I'm trying to train and I always encounter the same kind of problem, example with this simple model The best result I found is with this method but it's not perfect, I still see small deformations... but am I still getting close to a correct method?
I tried out this example: http://i.imgur.com/pfrsq6B.jpg And I thought wouldn't this be a bit of a destructive workflow? I've always used subdivision to refine shapes only and in this case, the geo loses its original shape though.
Anyone got ideas how to model the cord off of a radio? Here is an example of what I am talking about. I tried using a heliex with enough rotations and used a path deform but got stretching problems.
I always have trouble getting the poly flow on the back of the handle to go with the rest of that part of the body, could someone show me a quick high poly example? I've already tried searching for wires to no avail.
Hello Folks, im just wondering how the heck would you model this part super fast? What I know it was created in Modo and screenshot is taken from maya. Im wondering if are there any suppa fast tricks you can use to provide shapes like that? For example Sub-d modelling - and making a turbo smooth, or procedural bridging…
How do you make inset shapes look more puffy without making it look blocky? I'm talking about squares and other shapes like that you see on sofas, seats and so on. Examples: and another example
I changed the flow a bit for that example (a by-product of me starting from scratch), but even if you take the original and just add more faces like that, it should go quite a ways towards not warping things (like so)
@anotherdoseofcorey Translating approximate 2D shapes to a reasonably accurate 3D volume can be challenging so it's best practice to start off by blocking out the basic shapes to figure out how it all fits together. Below are three possible options for creating the recessed area around the small cylinder. The first example…
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)