You're essentially trying to combine these shapes while preserving the clean subdivided look. Where there's overlap you either have to average the positions of both vertexes and merge, pick one side to preserve the smoothing of and deal with , or manually tweak those few verts to look like a smooth blend. This tends to be…
Well I think all that you have said are very viable points! Though I am not sure you directly answered my question. When modeling something in like the doors of a helicopter, that need to be functional... Do you start with tons of geometry and spend all day moving vertices? Or are there other methods for cutting holes into…
Also a little trick for shaping new polygons. Select all the vertices of your object and do hide selected. Then go into edge mode, and add the new edges you need. Especially in cases where you need to improve roundness of a cylinder you could add an edge in between all existing edges. Then go back to vertex mode, and now…
Hey all, I've been having issues modeling the hull of this ship. I have the rear portion roughed out, but I'm not sure whether to just extrude those border edges and make them the hull or build it separately and try to get it to match up. I'm also noticing banding across the hull, but can't tell if it's strictly horizontal…
Well, Spent most of the night learning how not to make it. This is where i ended up: Geo sphere with 1 segment. Chamfer all verts until tris and pents Weld Use select similar always every time every day delete tris scale all faces locally Bridge/cap/remove edges to span the gaps. or user "create" plolies I suppose. connect…