Hi everyone, is there any way to solve the complex pole here where the red cylinder meets the cyan surface? I tried to chamfer the edge but it's still there. Thank you.
Oh well here we go again, I must be missing some crucial step making this Trionda ball. I have done my research its based on tetrahedron 4 panels that interlock with this propeller wave shape x3. I attempted conforming, spline and modifiers so far, the issue being since the curved panels fit into each other making the…
Here's one possible solution to modeling this ball, I'm using 3ds Max. I start with a sphere primitive and trace the pattern in orthographic mode with splines: You can then either conform those to the sphere or use any other modeling method to get the curvature. After fiddling with the shapes a little bit, you can quickly…
I really can't thank you enough Frank, this isn't the first time you have patiently taken me through the process. I completely understand where I am making life difficult for myself, especially where you subdivide the main form first to allow for the lower, more detailed areas to sit correctly, and be supported by the…
None of them are problematic really. Any of these would be fine on today's hardware. If I was being super nit-picky, I would lean towards D, just because the corner triangles are evenly-sized. Some renderers don't like long thin triangles. Simon Schreibt explains a bit of the "why"…
Hi everyone. I’ve got a mid-poly model for a game. A simple panel with a recessed center part. I’m using weighted normals modifier, so vertex normals on the large faces set perpendicular to the surface, and the shading looks clean with no artifacts. Given that, does triangulation actually matter here? I’m mainly concerned…
2300511685 Overall it looks like you're already on the right track. It really just depends on what the model is for. If it's for games: the brake has a very rough surface finish and it's a very small part that's typically further away from the player's main point of view. So the current high poly is more than passable…
Hello everyone, I'm working on an AKM muzzle brake and I'm trying to improve my topology. I've been studying my current model for a while, but I feel my edge flow is terrible. To get the shape I currently have, my outer circle uses 52 segments, while the inner cylinder uses 36. If I could use the same segment count for…
Hello, everyone! Guys I'm a beginner and have no idea how I could make this peace of colth (vest) work in animations. I tried using the Skin Wrap modifier, but during some animations, the parts that should be loose end up being attatched to the character's body and it makes the animation look a bit strange. Ex: In the run…
Thanks for the response perna, For the sake of time I ended up keeping the body and spikes as separate geo. I've got a deadline and other projects also need my attention, so I decided to save time. But I'm aware my re-topo skills still need improvement, so I'd love to discuss it a bit. Ideally I wanted to keep them all as…