It ain't pretty but, in Maya, so far as I know, this may be the best way with the least fuss, to fill it; connect the inside cylinder to the outside with one polygon using the Append to polygon tool; then you can use fill hole to fill in the rest. Then you can delete the one extra edge you'll be left with. It's possible…
Hey Frank, just want to say your topology is always an inspiration. If I'm ever stuck on how something should flow, I am certain to find the answers in your posts! In your last example, I actually had an similar case with the angled cylindrical boss intersecting flat and curved surfaces last year for a project, this one…
Great posts, Frank. :) Your last post reminds me that I need to embrace how subdivision is just an approximation and use more shortcuts to model faster. I've avoided Blender's bevel modifier like the plague since I obsess over perfectly straight support edges when, in hindsight, wobbly support edges aren't really…
Subdivision sketch: hand guard. This is a follow up to the previous post about shape analysis. It's just a quick look at applying the iterative block out process to larger plastic components. Which are often part of other hard surface objects. Identifying how the basic shapes are connected is a fundamental part of…
Subdivision Sketch: Camera rig grip + clamps and articulated ball arm. Nothing really special here, just an update on the modular camera rig parts. Here's some images of the progress from a couple of hours spent noodling around this weekend. Same modeling process as before with the modifier based support loops. Most of the…
Subdivision sketch: radial selector switch. This write-up is a brief overview of how resolving topology issues, before moving on to the next level of mesh complexity, can help make subdivision modeling processes a lot easier to manage. It often makes sense to start the block out by establishing the larger shapes and curved…
Art fundamentals: test samples and process validation. Creating test samples, to explore different workflows or approaches to solving a specific problem, is something that takes a bit of extra time but can be a very powerful tool for validating ideas without having to commit to taking a specific path. It's tempting to skip…
Subdivision sketch: placing intersecting cylinders on existing edges. Sometimes the size of an intersecting cylinder causes its circumference to fall directly on top of an existing edge. One way to resolve this is to adjust the number of segments in the intersecting cylinder until they are aligned with the existing edges…
An open letter to anyone just starting out in game art. Learning a game asset creation pipeline requires commitment and repetition. It can be tempting to rush through projects but it's important to remember that it's often less about how fast the work is done and more about what is learned along the way. Actively…
Subdivision [Saturday] Sketch: Camera rod clamp and rosette. [Trying a new content format with more images and less text.] Here's a basic overview of my hard surface subdivision modeling process. Most of the support loops are added with a bevel / chamfer modifier and can be adjusted at any time. The support loops around…