I was trying to model the following object and ran into some issues when it came to the transition from one shape to another. I've tried extending the rectangular shape's border, spherifying it and lowering down to create the rising curvature but that introduced lots of distortion. I also tried booleans but it kept…
Thank you everyone, I took your advice and have started redoing everything. However, the wing poses a huge problem: the shape is too sophisticated. It has a strange curve I currently know two ways of modelling it without subsurf and none of them work out. I can make the airfoil shape first from the side view, then make the…
Hello there, I have this piece that I'm working on, and I was wondering if you guys have any idea on how to fix the topology/ edge flow. I beveled it to be able to hold the shape when smoothing it. As I expected, the three lines that resulted made a sharp edge appear when smoothing it. So what I tried to do was to connect…
@iacdxb I assume you started with a subdivided plane and cut it up in order to create the silhouette. Instead, I'd block out the silhouette first, add support loops for subdivision surface modeling, and then fill in the space between for proper edge flow. Your workflow makes sense if the surface has a uniform curvature…
This is my effort, some could find it useless , but some could like it :) 1) Modeled 1 and 2 2) Copied 6 mesh #2 in a row and welded them 3) Bent it to create a circle and shelled it (at this point I positioned the pivot at the center of the circle) 4) I Deleted 5 tiles and only now I extruded the hole (highlighted in red)…
@DeathstrokeFTW, I think it would benefit you to look into some tutorials on hard surface modeling and understand the concepts of "high poly" There is a great tutorial series by Grant http://masteringcgi.com.au/course/mastering-hs/ and also another great series by Paul Conner on Digital Tutors…
IMO people really need to get on the OpenSubdiv train. It's a far superior way to model hardsurface assets that allows you to still utilize support edges if necessary, while reducing complexity overall and being much quicker to work with. It also gets you in the habit of modeling clean and uniform topology that is easier…
Hello guys, i mentioned this problem shortly in another thread before but it was told me to come here. i want to model a shape like this. its a kind of metal scope on a cylinder: So i created a cylinder with around 40 sites and 10 segments and insettet und deleted the faces i dont want. and get this shape right here: and…
i gave it a go but for some reason I could not make a breakdown of it, didn't look good as my first result :poly122: Hope you still find it useful. I started with a 8-sided cylinder, added two vertical edges to each face, moved up the top center horizontal edges to create rounded ditch shape. Some taper scaling and for the…
@count23 Correct. Extruding and rotating the new edge into place ensures that the longitudinal edges remain parallel, until they are joined with the surrounding geometry. Constraining the scale operation by length and height ensures the width remains consistent and this helps prevent unintended surface deformation. Without…