Another technique to utilise, is to sculpt the details then apply an ffd/lattice modifier too deform the mesh into a stylised aesthetic. https://www.youtube.com/watch?v=sZcfLh8eaC4&list=PLA7A2AE046E0B5552&index=1
Dude, you're using too much geometry, and most of those edges don't flow regularly. Here, check the basics: 1) https://vimeo.com/2650080 2) https://vimeo.com/2158706
Hi I'm replicating a tarp (red in picture) that's wrapped around a model. I'm a newbie so I don't have a clue how to approach this (it's a plane I believe). I was thinking I could start with 2 curves, 1 profile for the bottom, and 1 for the top, and "loft" them together. Didn't work out though when I tried :( EDIT: whoops,…
just champfer/bevel the selecteds edge with more steps here i did 1 to 5 total loops, so you have enough supporting geo, but you will need to clean up the intersections
Hi Guys, I am modelling a complex object but facing some challenges.Can someone please help me with this. Thank you for your time Problems to solve 1.topology 2.pinches
Since it's been very requested lately: Started with a platonic solid, smoothed and spherified, from there it's 100% quad draw (retopology on a proxy sphere), 1 extrusion and 2 bevels. Takes a few minutes
What is the best way to model rectangular, sharp inserts on the wall of a curved cylinder? I tried retopo-ing the beveled edges to maintain quads but theres still artifacts? (You dont have to model all three rectangles, only 1 will suffice). Thanks. Wire: Subdiv:
adding to what @Thanez already wrote. you can also simply use a less dense mesh and move these edges to create even space you can also see that i work on 1/4 of the mesh. so less headache
@miriamylam simply add more geometrie to you cylindicle form. you need this to get some supporting geometrie for your handle. here is how I would do this: 1. Start with your base but keep in mind how do you handle your support edge on ths cylindricle form 2. I know I would do this with double turbosmooth. So I started on…