@Jantaaa No problem, I was waiting for GIT so had some time to check out the forums. I am glad you could get a better result than you had previously and that you managed to get things working by yourself! As of always from my experience when it comes to smoothing, it's always editing and tweaking the meshflow to solve…
@perna its like every workflow i think. it depands on the shape you want to achieve and also the personal way to model things. Im stuck with the standard support edge modeling in combination with double smooth with smoothing groups. I think "standard" is the most flexibel and cleanest method. but sometimes its easier with…
Hey guys, Apologies if something similar has already been covered. I'm interested to find out how you guys would create the corner that I've highlighted in the following image: I've been playing around with this shape for some time now and can't seem to settle on a topology that I like - mainly because of that triangle…
@Aurock The only solution I've found is to use a boolean cut, but it seems like a lot of work Most probably this is the way to go. Pretty sure this is the best solution Blender has out of the box. Maybe there is some fancy addon to speed up the process, but unfortunately, I didn't hear about it.
Any idea on how to model this arm joint? Very challenging merge, I've tried crazy methods but looks like I won't escape manual retopo here and its going to take me time anyway. Help... I'm Stuck, Full reference pictures and more detail here. :)
2nd shape If you look at the stack i started with a spline for the outline. I extruded that to give it thickness. Then i went in and cut the actual topology. It sure can be optimized some but i like it quite even in case you wanna sculpt and its just a good habit to get into IMO.
if you add a bit more supporting geo where its needed my shape will bent quite ok. @martinball really nothing wrong with floaters.. in this example it will not even be visible if done right. It will not be like a hole floating over a surface to avoid cutting the mesh. it will be something thats added to the surface.
http://www.pullin-shapes.co.uk/page8.htm roadkill unwrapper. after using it, you will wonder why in the world you used max or maya or w/e to unwrap. just unwrap in roadkill by selecting with edges you want to cut, then adjust the uv pieces in your 3d program to your liking.
ok, i made a sweet video on how to make coils or whatever it name is. Its all non destructive which means that you can make this stuff and then edit the spline and the coil conforms to the path. kinda like these cables: this is the preview of the video: link to video: http://edgesize.com/pics/Coils.mov
Shaz, That really looks great! Haha, I think I ended up using 80 for mine and like I had said, I feel it starts to make the model impractical to work with. Do you have a wireframe image of that? I'm curious to see how you handled the corners.