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.
Seems like a good place to use floating geometry there waedo, I used a simple indented poly wrapped around a spline that matched the surface of the object I was creating. I'll send you the max file as you're using 2010. http://www.4shared.com/file/145109001/d4bf39b7/FloatingWrappedGeo.html
I would start over with a higher tessellation (and more square quads) sphere. the higher tessellations are mostly so that yellow edge is in the sphere- dont just add that one edge in. I attached an image to show you how to deal with the corners. Also floating geo would work well for this.
Even though your error looks like caused by some illegal geometry (double edges, some floating vertices etc) rather then sub-d based, I gave it a go. looking decent to me: I am sure there's a better way to do that but still this could work as an easy fix:
Couple of options. -Make the cuts, correct the horrid topology errors you'll get and add more geo in the process. EDIT: -cut the lines, make several copies of the pre-sub-d mesh you have, then delete the rest but the panel you want to keep for each mesh, fix the topology so the edge loops terminate on the end well and the…
using floating geometry would be the best step, take the existing geometry, detach it as a clone so you get the basic shape, then work with it to whatever extent you need, you don't need to worry about topology at all, then just use array 360 degrees to place it around your model again :)
EQ: That example is just what I needed, thank you =D. I seem to struggle with my approach to certain shapes, which I suppose comes with my lack of experience with subdivision modeling. As you can see I am 'ok' at getting the large shapes, but completely fail at more complex smaller details. obliviboy: I believe that…
I am trying to figure out how to produce rifling engravings. I havnt found any tutorials that would assist me. Can any one point me in the right direction or just give me a few good quick tips? Floating geometry would be fine. any help will be greatly appreciated. Cheers :)
aaww all i've learnt from polycount was wroooong :poly144: You're destroying ma repairs Quili, can't u just use floating geometry ? Keep the ball intact, then just put the square shape above, moving points around so it matches the ball curvature ? Wesley, what is the final shape you want ?
@Elphobos Additionally, I'd also suggest researching 'floaters' (floating geometry) which in various situations, may be more beneficial aside from attempting too 'hard model' particularly fine surface details within confined regions of a contiguous mesh: https://polycount.com/discussion/comment/2734446/#Comment_2734446…