Any tips on how I can get rid of this crease? I'm using the latest version of Maya! The above screenshot is a smooth preview, and the bottom ones show my current topology (left is w/ smooth preview, right is w/o)
Forgive me. This is my progress it's stylized and its a little warped and cartoonist. Similar. There are a lot of different selectors. What i have. 3 is for Smooth Preview (Maya) & W is for Wireframe.
@ArsenyZvonar @Thanez btw, you can weld the boolean vertices very easily in 3DS Max w/ the Vertex Cleaner script by Shiva http://www.scriptspot.com/3ds-max/scripts/vertex-cleaner
Well. Looks Joeriv pretty much killed it :D fwiw I fucked the proportions and angle the grip intersected with square portion. But w/e. was good practice. @Joeriv: It's always fun looking back on a finished model and laughing at the wires. :poly124:
Glad it was easy for someone! :D That did the trick thank you. That shape gave me trouble on the Leica as well and I just pushed verts til it blended w/o notice. But it's nice to know the right way to do it and plan for it in the future. :cheers:
http://www.pullin-shapes.co.uk/page8.htm roadkill unwrapper. after using it, you will wonder why in the world you used max or maya or w/e to unwrap. just unwrap in roadkill by selecting with edges you want to cut, then adjust the uv pieces in your 3d program to your liking.
In Blender I have UV unwrapped a Sphere (which was originated from a cube) after defining my segments; however, in my UV editor the UV islands are orientated at an angle. How do I exactly align or orientate (w/o visually eyeballing it) those UV islands so they are no longer appear tilted?
Hi guys, I'd like to know how would you model this: It is the release lever of a S&W revolver I'm currently working on. I'd like to have the most accurate reproduction allowed (reasonably), but cannot figure out how to manage shape blending between tiny grip piramids and the whole object. Thanks for any suggestion.