Hard Surface Modeling problem with corner - How to approach?


#1

Hey for past few hours i cant figure out how to make this soft surface transition like showed on pictures. Do u have any advice how to approach it?

Here is the original photo https://massdrop-s3.imgix.net/product-images/MD-11431_20150929154951_9c28fdacdd287360.jpg?auto=format&fm=jpg&fit=crop&w=955&h=289&dpr=1 The easiest way would be to just separate it but i want to learn how to do and connect this complex shapes :slight_smile:


#2

In the image you linked to it looks like you could just make two separate pieces. If it had to be one piece you would need to add a lot more divisions to the circumference of the overall cylinder shape in order to hold the shape.


#3

If you’re modeling for rendering, use a RoundCorners shader.

If you’re modeling for engineering, use NURBS instead (Rhino, for example).

Either way you’re going to need a lot more subdivisions, as CaveDog mentioned.


#4

Thats what i thought. Sometimes its really hard to wrap the head around it to be able to tackle the problem. Much more subdivs seems optimal. Im doing this for my “VFX” work. I think the best approuch would be to just make secondary piece. Im trying to learn basic of modeling, doing sime more or less complex shape so i can do my own things and use it for my work. Thanks for advice. I will replay back when i manage to finish this shape i hope ;D


#5

You need at least an edge loop around the outer edge/row of the front facing polygons on the piece with a cut taken out of it just so the little sharp angled tips will hold their shape.