If you really need a 'perfect' circle, simply add more geometry to support that shape... this is an example using connect and spherify then extrude in Max (the green circle is a circle spline to test the result):
thats a script that i have called perfect circle. But you can do the same in max. Select the verts that form the circle and apply the spherefy modifier and those points will make a circle
Hey im trying to get this base shape (circled blue) layer out but im not sure if im going about it in the right way. Something about what I currently have isnt right, there isnt a smooth transition between the large circle and the smaller circle. Perhaps instead of trying to make the circles, i should try modeling…
i'm working on a high polygon assignment. there is an unresolved problem before digging the hole after digging the hole This can be solved by adding a line horizontally, but then the circle becomes distorted. I don't know how to make a wireframe
That is one tough rim to model, there's 5 "circles" that need to retain it shape, plus the whole rim, plus the 5 half circles around the edge, I could attempt it but it probably wont turn out well.
Not 10 million... just 5 segments to get it match 'perfectly' to a circle spline, a 'perfect' circle. Obviously I don't need a 'perfect' circle, hope you guys see what I was trying to understand with that exercise. And when I was using a quad, I tried to explain that if you don't add more geo you get sphere-like results. 4…
Thanks for the video, definitely helped with the part. But there's something in there that modo seems to own at? It relaxes that square-ish circle into a real circle. In WAY 1. Right after you cut out the sides and fill them in and then drag the a new loop inward.