Yeah thats the same I am facing with projection in Max which I think will only work if we treat it as garment and stitch and spheriphy. However I want to keep it quad based for my own peace of mind. EDIT: Almost there, but in meantime if there is better way please do share
Welcome to Polycount! The best thing for you would probably be for you to make a new Topic in 3D Art Showcase & Critiques and put your reference images, plus post your current 3d model effort. People could give you targeted feedback there, and you could post new screenshots of the improved model for more feedback, rinse…
Hi, I'm not too clear on getting the proper shape transition. I'm sharing my attempts and problems I found, please have a look at them. I started of with quarter of 24 sides cylinder(6 sides) as I found easier to manipulate the overall shape but I was getting pinching or sharp edges. I believe I have to start with a higher…
Your misstake is continueing the sharp edge away from the bevel details. I would " attach" the edge of those details to the edge of the model instead of continueuing the lines and try to cut them off halfway along the edge of the model. And in order to keep those surfaces more sharp between the bevel detail and the edge,…
You either completely misunderstood my goal or I'm still horrible at communication. I want to create meshes that: - can have any shape that could possibly exist - are lightweight (to share, to load, to have in viewport) - easy to modify (no rebaking anything, no dependencies on specific software or plugins) - clean (easy…
GCMP: I prefer make it myself since I join this more as a hobbyist than a guy who request for model. (: If I can't reproduce it your way, I'll ask again :p BTW, I didn't make hipoly boolean, I make boolean for (little) 8 sides and (big) 32 sides cylinder.Consider they have suitable segments between their size... Then fix…
OK so there's multiple things going on here. What you have here is a cylinder. Call it a quasi-, compound-, or even pseudo-cylinder, but the same rules apply: If you want it to be cylindrical, you're not allowed to mess around with the edgeflow, or amount of edges connected to any vertex without consequence. The blue and…
@ConvexSurface Overall it looks like you have the right idea but sometimes connecting directly to a curve's existing polygon grid can cause a lot of smoothing issues. In these cases it's often better to place the intersecting geometry between the existing segments of the curved surface and use the existing curve geometry…
polska_krowa Welcome to Polycount. Consider checking out the forum information and introduction thread. It looks like you have a solid start with the block out and topology routing. How much geometry this model needs depends entirely on what it will be used for. If it's for up close product rendering or VFX work then the…
Playing around using blenders crease feature and not mark sharp.. yet not using any transfer normals nor doing any "opimisation".. ..and yes. There are triangles.. :wink: