another trick for you. 1.a plane with segments 2.ffd2 modifier, to move the plane one square up on the right side. 3. duplicated it 9 times and snapped it. 4. bend modifier 5. bridged the opening between the openings 6. subd version.
How do I model a wire like this in Blender 2.8? (Or pipes/ropes in general) I've been a 3D modeler for over 9 years and I still don't know how :c (I tried using curves but that didn't work)
This is how i would do it. From top left to right and down . 1. Baseshape of where the fingers would go out 2. the back that would connect to it 3. fixed the finger shape 4. Meshes inside that i duplicated and scaled down to boolean 5. Union boolean the main shapes 6. Difference Boolean the holes 7A. Fixed topology 7B.…
first off, you're approaching the high poly wrong, that most that will do the normal map is add a faint 1 px or less line. For that type of shape I'd just use floating geo... http://www.polycount.com/forum/showpost.php?p=1363268&postcount=9
1- make cylinder 2- select edge ring 3- connect 4- select the new loop 5- chamfer (from 1 to 2 edges) so you have now 2 lines in the right place 6- select the 2 new loops 7- chamfer both with the same value 8- select both poly rings 9- extrude inwards with the same value
Hey friendo. You're gonna learn some math here, sorry. I see you didn't get the help needed, so here's a lesson in patterns. Identify the largest repeatable pattern. In this case, i'm able to pizza this boi into 6 pieces. The base angle for this pattern found by 360°/6=60° Now to break down one of these 60° slices. I do…
Steps is similar, don't have to reapeat whole again. Your method seem isn't easier in last steps, maybe longer than. And I ask about boolean afterward... And can you tell more about these steps - What about 9 and 10? It doesn't seem show any useful info (?) ... it'd be better if u spend time make a example for these steps.…
Hi guys. i tried to use FrankPolygon technique, some time it works as well but some time i got bad result even if the faces are flat! with subdivision modifier the problem appears more in blender i don't know why, can you help me? if i need to add supporter edges can you tell me where i could add it ? The fxb file to check…