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Modelling a Prism with Fillets + Quad mesh + Non Destructive
Just a super simple part of a model but can't get my head around it. Its basically an arrow head, with a dense mesh so I can apply 2 bend modifiers to it so it wraps around the surface of a disc. The client will be making a lot of changes along the project as they are really fussy about highlights on the edges etc..
So just wanted to know if there is a non destructive way of adding a fillet and then editing it again later? Or am I just best saving out a pre-filleted prism?
Also how the hell do I get a nice quad mesh ha? Cut the shape out of a plane?
Any ideas let me know ;)
read 675 times
9/14/2011 12:28:24 PM (last edit: 9/14/2011 12:28:24 PM)
read 667 times
9/14/2011 12:48:37 PM (last edit: 9/14/2011 12:48:37 PM)
subdivide modifier is your friend for jobs like this.
Model it any way you want extrudes, booleans etc, then apply the modifier. It provides nice even triangles that will allow a nice bend or other modifier.
If you make your stack go > editable poly (base model of the arrowhead) > edit poly modifier (chamfers - delete this mod to change the chamfer amount) > subdivide modifier (to get nice small triablges) > bend modifier.
read 662 times
9/14/2011 12:53:36 PM (last edit: 9/14/2011 12:56:21 PM)
Or turbosmooth it. For a model needing both round edges and dense mesh it seems appropriate.
Just keep the turbosmooth in the stack and reedit the control edges for the roundness.
read 657 times
9/14/2011 1:11:13 PM (last edit: 9/14/2011 1:11:13 PM)
When you are making a precisely faceted metal object, sometimes the subtle curve that a meshsmooth gives is enough to turn your accurately machined looking metal part to something that looks like it made of metal plated plastic. Thats why I sometimes prefer to use subdivide to add more faces.
read 633 times
9/14/2011 8:29:56 PM (last edit: 9/14/2011 8:29:56 PM)
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