Thanks. I think the part that I wasn't getting, and I'm asking just to be sure that I 100% have it now, is that you can't control the edge geometry independently of the level of geometry that the curve itself has. Specifically, edge geometry that isn't perpendicular to the axis of the curve. So if I wanted to make the…
Is there a way to fix a highpoly object that starts to get some warping in the smooth curvature due to added edge loops? 3ds max Example: I had a curved shape, had to subdivied and crushed it down as I needed to add lots of cut details onto the curved shape. Now due to moving/adding some edges a bit, areas that used to be…
@marcstigall Worked for me?! Sims can be tricky, an incorrect setting or missed step will often throw the whole thing out of wack. Anyway simple fix, just scrub through next time around double checking each stage, before moving on.
another trick for you. 1.a plane with segments 2.ffd2 modifier, to move the plane one square up on the right side. 3. duplicated it 9 times and snapped it. 4. bend modifier 5. bridged the opening between the openings 6. subd version.
you could move the pivot of one fan blade, placed at the beginning of the depressed area, to the center of the object(more specifically the center of the round detail in the middle of the concept) then go ahead and experiment with "x" amount to dup....until you get it right.
I had to use the double array trick, it was the exact same technique I used before but took more time and avoided moving too many vertices at once, trying to keep the edge flow between arrays managable if that make sense.
I guess I solve the problem, I have some vertex out and unalign, I move back them using viewport views to do better and now looks much better. Here the vertex that I pull back And the result
It's not? It looks like pole on edge of cylinder. Insetting (or outsetting if you're not fan of inverting selection) area around the cylinder should get rid of your problem by moving the triangle on a flat area where it won't be visible. Oh. And...nicely planned topology :poly121:.
Mjolnir_Zero: Don't know if you've already moved on past this and figured it out, but heres my take on it. JO420: Theres a couple of ways I'd approach it. (sorry maya terminology haven't gotten back into max enough yet, but it should be similar.) First I'd model it flat and then group the pieces rotate the wing to the…
Hi, not sure if this what u mentioning about the two ends meet with each other for 90 degree, here is how I will approach to that kind of shape. I think sprunghunt example is pretty excellent also, maybe it just matter of moving around the shape/form hope it will help u