First you do this: [vv]1496428[/vv] then you do this: 1 - icosahedron 2 - chamfer all vertices 3 - chamfer all vertices 4 - remove all polygons except the pentagons 5 - weld/collapse all the corner/triangle vertices MAGIC!
While this is probably true of the vertices in the collapsed area (closer to the curve center), the vertices in the slightly expanded area do appear to be adjusted slightly in the reference image.
@markzhangdesign Hi, I'm no expert but I used to have the same problem as you and I found out that it was due to bad topology, vertices not aligned. Try to average the vertices which are causing the dents. Here is my result Also try to avoid unnecessary edge loops, its easier to handle fewer vertices.
Hi guys, I need help here. I did boolean operation which leaves many unused vertices. Does anyone have suggestions how can I fast delete unwanted vertices and basically leave only those that forms angle and shape? Maybe some option or script that select vertices by certain angle?
Also, when your mesh starts getting weird edges and vertices like that, grabbing all your vertices on the mesh and doing a merge with low threshold (.001) will help clean up any other doubled up vertices from accidental double extrudes or whatever. Similar to delete history/freeze transforms, just helps keep your mesh…
I dont think you can create a perfect Hexagone sphere. @SnowInChina example is the way to go though! So shift+A and use an ICO sphere and subd. Once. apply modifier and select one vertics in the middle of the hexagon and shift+g = amount of adjacent faces. And delete those. Now repeat for all the unwanted vertices.…
step by step, oooh baby! always start with a simple shape, as simple as you can. Less vertices to work with, less hassle. reworked the simple "squares" to be more round and fit the concept better added edge between those shapes, so i can seperate them and work with only that part. here you can see that i am only working…