...block out the basic shape you're after (using box-modeling and subdiv) until you're happy with the shape. (Don't use anything more than the minimum level of subdivision that makes the basic shape correct.)
Then, apply the subdivision and find the seams you want (if they're there) or add them with the scalpel (if they're not).
Then select the seams and inner extrude — you'll want to normal move them or do some funky stuff to move them inwards after the extrude. Now make the seams and the edges running parallel to them creases and apply more subdivision.
Not that I know of - and you´ll need a whole other render engine to render NURBS curves. Pretty sure Cheetah3d stays as a subdivsion surface modeler.Just curious, any plans to have that in C3D any time "soon"? I mean, is it on any higher position in the wishlist?
I think you could start with a simple 6 sided disc object, cut into half, add geometry at the edges via cover tool or create polygons by using the model as a blueprint and let it snap to the surface of the underlying mouse.Too bad that the polynom count of the free original model is too low and produces edgy render images.
let it snap to the surface of the underlying mouse.
Cheers
Frank
Place the new geometrie/mesh above the blueprint "object" (not the blueprint scene object )I'm not understanding this part of it. How do you 'snap to the surface'?
Thanks Frank.
I did manage to come up with something. I had the new geometry as a separate object (duh). I dragged it into the first, imported children then did the snapping. I hope that's correct (it seemed to work).
This method is going to come in very handy :icon_thumbup:
Erin
P.S.
if you have the time, a little video never hurt anyone