Yeah its a handy trick, I think I posted this forever ago but you can use the same technique to do even more complex stuff like floating soft intersections over irregular surfaces, I do this sort of thing pretty often.
I think the answer (as always) is in the realm of "moar geo". If you are modelling an (extreme) closeup of any object with any kind of detailed appearance (especially with sharp, uneven changes, like these sharp folds) you need enough geo to support the attempted level of detail. If you are doing this for like a high…
I'm starting to more and more understanding working with Subdiv but I encountered a problem with simple object. From the distance those artifacts will not be visible, but I really like to know how to solve intersections like this. This is my model with hard edges marked for bevel (I've tried method without it, just placing…
yep Merging in the lowpoly I hope you mean, which I do as much as possible, if you mean in the highpoly, theres basically no reason to ever do that. Just.... No. If this is the case, you likely do not understand how to bake in Maya or Max, as all 3 have basically the same baking functionality and Max and Maya by default do…
I'll be honest here; 48+ sided cylinders that remain as cylinders do not strike me as something that would be hard or ridiculous to work with. With a shape like the above, I don't think even 96 sides would make life any harder. Different, more complex shapes are a completely different story of course, and it may also…
Allright so I ran into a tiny tri problem. Having that noticeable tri in my model is not giving me the result I want when I sub-d the mesh as you can see, it gives a result that I don't want. I need where the tri is at, to just be a simple "hard-edge," and not gon bonkers on me like that. Obviously having a tri like that…
So wait, what? You guys want to make another thread somewhere else where people model the same shape as a sub-d challenge? So the same point as this thread? And then, having two threads will somehow make things easier to find? If you guys want to try and do a weekly sub-d challenge that is cool, just keep it in this…
I did some stuff like that before when modeling a Paris metro entrance. I basically used long quad strips to outline the shapes, then added in loops down the centre and pulled them out, to give it some shape and stop them from being flat. After I got it to a point I liked, I used thicken (which'd be shell in 3DSMax) to…
The workplane is a portable coordinate system. Say you want to place new geo on the side of your mech. Select one of the polygons on that side, hit the hotkey to move the workplane there, and now Modo behaves as though the workplane is the default grid. All new geo automatically orients to it. It's like the temp grids in…
It looks like your sleeve is sunk in. Use that Target Inflation value on the shrinkwrap to alleviate this. And as SnowInChina mentions, Transfer Attributes can help with normals, but not much in the case of two cylinders like this. If you're after a perfect bake, you'll need a lot of geometry for a completely perfect…