Might be offtopic but i'm not sure where else to go, so anyway I'm importing from Softimage to Max and my models looks kinda wierd there like that+ Whats those wierd hard edges there? And why when i'm exporting it from Max it's all triangulated?
All you need is constrictive geometry. Put an edgeloop on either side of the shape you want to be sharp, like so: If you're planning on ending this as a cylinder, you might wanna start out with an amount of sides that allows these extra 4 edges to flow into the cylinder's shape.
Same problem as above. A cylindrical form that I can't for the life of me tighten up. The solution no doubt lies in distributing the additional edges and terminating the loops in a clever way.If anybody feels like a crack at this then here is the obj. Enjoy. http://uploading.com/files/XGKAMSEC/cylinderThing.obj.html
I'm trying to make something that looks like in the picture, repeating pattern with a round circle, but I have no idea how to do it because of my little knowledge about modeling. can anyone help me out with this ? i really appreciate your guys' help
Like S1DK said, more geo should make it go away, did it quickly here, so you should be able to do it with a bit less, but shows what the more geo does. and here is the OBJ https://www.dropbox.com/s/86khhv3xjelnbc0/DIXI_POLYCOUNT.obj?dl=0
In theory what you have here is correct, and you can keep it like that by doing some manual adjustments. You can add more geo and sides on this cylinder and work your way up from there too. ALSO, booleans are a fast way to buildup these shapes!
Hey, Thanks a3D! Thats great advice! I especially like it because it doesn't over complicate other areas (lets the sud-d do the work) and its super easy to do. Thanks man. (few tests I did using your method)
Tynew, What about modeling a segment of the rope that's repeatable, and then using splines to set a path? Something like this [ame="https://www.youtube.com/watch?v=95rxcjkPE8g&list=PLxt9ZAGPLIpfohAptbGZdQQwE74wfFkwd&index=4"]https://www.youtube.com/watch?v=95rxcjkPE8g&list=PLxt9ZAGPLIpfohAptbGZdQQwE74wfFkwd&index=4[/ame]
If you want a 3D modeling noobies thoughts haha. Doesn't the move tool have settings specifically for world or object or component and the like? If it's set to world it'd go straight down but if its set to one of the others won't it follow the same path as the rest of the pillar?
run meshcleanup command couple of times or check whether it disappears at higher subdivision levels. if you're intending for baking a normal map then I wouldn't be worried about small errors like these. they will be less visible in the normal map especially once the diffuse and other textures applied.