8th spencer, http://prntscr.com/f4bqlo <might help you. A suggestion ( i could be wrong) http://image.prntscr.com/image/159eac11504146c1852b905a35f056a1.png In ref image red dot surface and green line surface are not of same height. Give supporting loops like blue line rather than making triangle. Edit: In most cases…
I've had to deal with quite a few of these weird cylindrical machined bastards, they're actually kind of fun to work with when you have enough reference material to know 100% what you're modelling. One thing to keep in mind with these shapes though is that you must always keep them as simple as possible. Blockouts for…
Thank you. I did your technique by doing a Shell, an alignment of some parts and several chamfer. I was curious to see if there was another technique. Because it's not very practical anyway. I would have liked more customization in the Line tool. It's a pity. Thank you so much !
This Kriss Vector stock is giving me quite a hard time. I got it looking like the reference, but the process was a bit dirty, and the cylinder boolean I used ended up messing up the bevel on the edges. What are some very simple and clean methods to achieving this? Thanks
Hello guys, I would like to model a chair in order to complete my test assignment on CGTrader Wildcat.But the problem is I coudn't really find the best way on how to model the seat with all that wrinkles and creases.Let me know what you think about this.Thanks
For detail on circular objects like that I prefer to model the detail (in your case I would go with an 8 sided hole) on a cube or a flat plane, then duplicate the mesh in a straight line with the pattern and spacing you want, and then use a bend deformer to bend it 360 degrees into a cylinder.
try converting the object to an editable mesh and then back to poly, sometimes you get screwy shit with a mesh and that can fix it. that topology should be good. Alternatively try exporting it to .obj and reimporting it. You may have something weird like a crease or normal value in there that is corrupted data.
i know sub d modeling is all bout the smooth shapes and control edges and topology, but in blender i can use median crease settings to controll my sub d items, with more ease... isn't there a function like that in 3ds? and is it even a good thing to use?
Triangles are not a bad thing, you can have them where you need them on a sub-d model, just like ngons. Its an area based thing and a situational based thing, so do you have an example? Thanks! Keyshot is fucking awesome lol.
@ Scrumworks, a shape like that would be a combo of modded primitives and some edge pulling. I really can't quantify it into anything simpler than that. If you can post a higher res image of this concept, I can draw over how I'd go about it and post an example.