I need something like this I am not satisfied with the effect, this "edge" it disappears too quickly, it should go all the way to the top. Yes I sometime use crease edge, but I look like it needs high subD lvl for very tight bevel, and works best with equal polygon size, maybe i am wrong. I still trying make good topology…
@Phone Still very handy since purchasing a copy way back when and do keep in mind, stuffing things up is all part of learning however a ton of practice will often ease the pain a bit :) Polygonal Modeling: Basic and Advanced Techniques by Mario Russo (Paperback)
hey guys, I am having trouble with this big blocky chamfered shape on top of the main engine: http://imageshack.us/a/img641/8381/hmmyg.jpg I tried comforming a plane on the rounded shape and than extruding polygons but it gave me errors when subdividing. Help help :)
You've set the topology right here, it's just the trigger guard itself needs more base resolution to support that merge. Which is essentially only four polygons worth. The curved/bulge part (red) is pinching since it's not planar (blue). Add some loops/base resolution and you'll see an improvement.
I have this half sphere dial that I'm trying to make, with a bit sticking out of it. After adding bevel for support, and trying to clean it up. There is some pinching in there that I can't get rid of. I'm not sure if I simply need to have more polygons, or if there is a trick that I'm missing.
@MaX_On Specifically! wrong place to ask on a subd modeling dedicated thread. ....but as always google is definitely your friend : https://www.google.com/search?client=firefox-b-d&q=game+asset+creation+tutorials or alternatively innovative game prop pipeline, implementing CAD -> Rounded Edge Shader therefore by-passing…
@Octavio Sorry I took a while, but here's my two cents. I checked out your model and I can't find any fault with it, it's working as intended, and you didn't do anything wrong. The shading you see happens because when you scaled that smol oval into the big oval, you also squished it. When you squish a circle like that, you…
.Wiki The Select All - Select All polygons - Extract Polygons (Delete) - Delete 0 geo objects is a procedure i'm doing every 10 minutes when i'm working in XSI in order to resolve that (also it spams Layers/Passes/Materials quite often too, resulting the lags), but when i do welds on ~50k tris meshes it lags no matter…
Doesn't Maya uses Catmull-Clark too? When you press 3, you can preview it, what you're using is a normal subdivision of the mesh (in the sense that your multiplying the number of edges only, keeping the structure shape), and that results is not really what you want. If understood right, he's using a function of 3ds Max…
Well I absolutely do try to experiment as much as possible. But I nonetheless thought quads were the most preferable polygon for subdivision, paramount to triangles. So when are triangles okay? Do we still want to favor quads as a rule? What is the occasional triangle vs being sloppy?