Use more edge loops, extend the loops down and through the hole instead of looping around the corners, that'll pull out the corners like you're seeing.
Hood scoop that extends just a bit over the hood without connecting. Error where they are connecting. How should I chamfer or what to get rid off? Danke!
@FrankPolygon great big thank you for your another complete answer! And for the link to another comment, it helps a lot. The edgle loops are not extended on my screenshots just because the question was only about that corner :)
Not sure if this is exactly what you want; but all it required was to start with a oblong, bevel the vertices and then extend the shape downwards, deciding if you want it to end square or round. wires, wires close, smooth
http://www.3dtotal.com/forums_frameset/index.php?e=http://www.3dtotal.com/tutorial/3d_studio_max/hard_surface_essentials/hard_surface_01.php just in case anyone hasn't seen them. they are the reworked original ones and extended a bit.
Reference of what you're doing? the main problem here is that you're extending that bit out off of the main geometry, which i really dont understand why you would want do to in the first place.
Is one of these generally acknowledged as 'better' for creating a subdivided section of a circle? To me the one on the right seems to conform slightly more to the correct arc. Does the same rule hold true if the 'ends' of those arcs were extended out straight?
@perna Indeed, the 3rd party script offers extended functionality, but I recently moved to max2016 and currently I don't have QuadChamfer installed. I only wanted to see the resulting wires of the middle/right shape (before meshsmoothing) or a max file with collapsed mesh.
Hello everybody. I have been trying to model this fire hydrant extended piece, and cannot figure out the smoothest way possible for a LP and HP piece. My attempts have been extruding a relaxed loop out and sculpting, but with my absolute beginner sculpting skills, that produces a very bad and non precise result. Thank you…