Could you show us how you go about making this part? Given there is such a limited amount of vertical native geometry, how would you avoid distortion on the cylindrical parts? Also when you weld the side cylinders to the main vertical one, do you weld all the verts of the side cylinders to the vertical one, or vice versa?…
As we are talking about booleans, is there any good way of reducing the amount of manual work of setting control loops? I mean, you can have way less manual work (or none) with marius' quad chamfer script, but what do you do if you don't have it? Max quad chamfer can sometimes help, but most of the times I have to manually…
I'm using max. :D When I use the shell modifier it gives me weird shading and kind of bubbles the mesh out, it doesn't stay straight. This is an orthographic front view, with the outward amount at .1 meters. Edit: I scaled the faces on the proper axis and I managed to straighten out the sides. There's still the an error…
The rule of thumb is simply to have the right amount of geo at the curved part. Do not overdo it with millions of millions just to get that shape 100% sharp. get it right enough so the bake will be flawless. this one i did simply by doing a 16 sided cylinder again, found out i did not get the hard edge i wanted, so i…
Hey friendo. You're gonna learn some math here, sorry. I see you didn't get the help needed, so here's a lesson in patterns. Identify the largest repeatable pattern. In this case, i'm able to pizza this boi into 6 pieces. The base angle for this pattern found by 360°/6=60° Now to break down one of these 60° slices. I do…
All of the edges in your cylinder must be equidistant from each other. Notice how some of the edges on the cylinder part are futher from each other, and some are closer to each other. Create the supporting geo like you have. Then select all of the edges that create the creased cylinder. Find the amount of edges that are in…
That is awesome advice Perna. I try to always think of model size compared to the player, and the amount of pixels that are going to picked up by the normal map. If you are modeling a cylinder with hole punched through it that is the size of the player then yea make a nice round cylinder. But if these holes in the object…
@perna I blame shitty 'CG colleges' and their ignorant 'professors' I never went to college for this stuff myself but the amount of emails/PMs I get from people learning telling me 'well, my lecturer said this......' Pure bullshit. And then that gospel spreads. As well as obviously self-experimentation (which is the best…
Yes. I'm doing it as an exercise. It's intentionally made this way, this is not a real thing I need to model. I want to learn how to make any shape with quad topology. I've been recently watching Arrimus on youtube and his workflow is amazing. He combines smooth shapes with sharp shapes, doesn't care about angles or…
Thanks for the replies. If it was simply a problem of cutting a hole in a mesh I wouldn't have bothered you guys. Hopefully after 200 pages we all know how to do it. As I said the problem is the weird topology. The hole will also come out on the other side of the mesh, and maybe end up in the middle of a pole. Then there…