pretty straight forward. i have to go to work so here is a 3 min try. https://www.dropbox.com/s/56y0wymjl3832sv/hereyougo.max?dl=0 and the file there, to see how i broke it down.
Already broke his head himself. There is such a model I saw a video tutorial on how to do a similar topology, it looked something like this I get some nonsense if me make a corner like that
There is no guesswork in sub-d, I wanted to see if anyone broke it down into a rule. I don't get why explicitly quading it up with a pole gives worse that results than to leave it implicit in a pentagon. Hope that makes sense...
My best advice is, only extrude when you HAVE TO. For all other hard sharp extrusions, even embossing I would suggest using separate elements. I used to high poly like that but it was a major to clean up, so I just broke stuff off into elements where I could. It increased the speed of my work flow and saved me some grey…
Hi there. I've just started a personal project to brush up on my Maya skills when I suddenly ran into this problem: How should I go about to smooth this without causing pinching at the hard corners, and keep the roundness of the sphere? The cut is pretty obvious but I have serious issues with the hard corner edges. I think…
Hey, Shudrum. The first one is perfect. It has a nice and clean quad topology. The second one (optimised) is no good. It works just fine on a flat surface, but if it would be a more complex object with curved surfaces you would have pretty bad pinching going on. Just try to avoid having a lot of triangles when you do HP…