Hi there, I recently watched Grant Warwick's Hardsurface Tutorials and did some practice pieces. Right now I try to get details onto a bent surface but I am getting pretty uggly stretching along the holes, what destroyes the surface. (yeh, Viewcube...) I know of the approach to model it flat and then bend the pice but that…
Well if you go from a 6-8 sided cylinder to a smooth cylinder on a surface that isn't flat there is always gonna be a tiny bit of weirdness afaik, look at a sort of equivalent real life example: http://www.portlandbolt.com/image/products/full/hex_bolt1.jpg The only problem left in the version respawnrt posted is that he…
thanks everyone, :) @throttlekitty but your example will show the seam if you bake it right ? when I try transfer normals it's not working, but it's fine with flat surface. I added more geometry and it's do the trick like the image below :) so this method only works if I really want a perfect bake. otherwise will show the…
Hey guys, I'm following a grenade tutorial and have come across a problem in a hard edge when subdividing: I'm using 3DS Max with the quad chamfer modifier in order to get the hard edge. If I decrease the value, the black pinch goes away but then I am left with a soft edge. This is the non-turbo-smoothed/non-chamfered…
hello! I'm having trouble trying to figure out a way to model the hair on my character. It's in a rather cartoony style, so I'm opting to go for a solid hair style instead of strips. However, i don't know how i am going to do edge loops for it and enable myself to add perhaps more "tendrils" of hair asymmetrically. Here's…
Sorry. This is getting confusing. Yes I saw his, and was referring to him originally. I was saying I didn't see your low poly to see how you did it compared to his, I read what you wrote, but I was trying to say I wanted to see the low poly of yours. Sorry for the confusion. Also, I have never been the best at…
@martianlion It should be possible to create this geometry automatically with a bevel / chamfer modifier. Depending on the application's tool set: the width of the round over can be controlled by weights, groups or base geometry. Check the application's documentation to see what options are available in the latest version.…
@IronLover64 There's a discussion about a similar shape on the previous page. There's more than one way to do this but start by matching the number of segments in the cylinder to the adjacent geometry in the quad sphere. Join the two shapes by using either a boolean operation or a bridge edge loop operation. Clean up any…
@tonpix In this case it would be a lot faster to ignore all the support loops and just bevel your edges upon weight or angle before subdividing your mesh (bevel with modifier and don't collapse it) Really you shouldn't be afraid of having ngons or triangles, as long as the end result is what you want visually. You are…
@RocKenny So it might not be an issue because that square cuts the length of your cylinder but generally you don't want to just extrude outwards because it can mess up your curved surface. So what I've done is inset those top two faces first then extruded and used the already existing geo as my lower support loop. I then…