^ Blaken: The Graphite modeling tools included since Max '10 have some tools you might be able to use, namely Flow connect and Set Flow .. i'm guessing they check out face angles of neighboring faces and interpolate. or something.
ya but do i use booleans to create these holes or just do one layer the normal way? and see examples above, so many details, are they created as a same mesh or do i do each face seperatly then connect them?
How about beveling different parts.. differently.. and i maybe even copying this parts and join them into a new object.. (or separate before..whatever you like..) like so (with quick and bad topology to just show the beveled edges): ..and then bridging and enhanceing the connection.. it seems to be that only the part where…
Well I assume the bag would be tied at the bottom? So start with a regular sphere rather than a quad sphere so the strands connect at the center. Do a sphere, then delete the top half and extrude up to get the base shape before twisting.
Yeah, Wirrexx has the right idea, you want to try and keep all the distortion contained in a small area, that way it's not noticeable. That's the reason you're getting that distortion, it's from the long stretched polys you have connecting up too the sharp bevel
Hey @clark_tee looking at reference I am pretty sure wing and fuselage are not one connected body. Also for hard surface stuff continuous mesh is rarely a case in real life so its best to approach stuff like this in a way how its built (section by section)
This is how i would do it. From top left to right and down . 1. Baseshape of where the fingers would go out 2. the back that would connect to it 3. fixed the finger shape 4. Meshes inside that i duplicated and scaled down to boolean 5. Union boolean the main shapes 6. Difference Boolean the holes 7A. Fixed topology 7B.…
Ahh, I just figure it out... The Shell modifier can make it faster. Make tubes connect outside. And remove all circle faces, then apply Shell. But I notice Shell make out unparallel edges. Then have fix to it with MakePlanar for selected vertices.
I am trying to model the top socket in Maya, but I just can't seem to find a method of creating a octagon with the sufficient amount of geometry to connect seamlessly to the cylindrical shape without skewing the dimensions of the octagon. How may I go about doing this?
boski_miszczu You may want to add one more inner loop so it follows the shape of your object. The way how are you going to connect it doesn't really matter since it is a flat surface. But for lowpoly you may want to remove unnecessary edges.