Any way to improve the edges when extract from a mask?
Hello im total noob in 3d graphics but i manege to do that by subdivision of the main mesh then masking pulling shell out then downgrading subdiv lvl and then doing clenup of edges and adding some details if needed and than decimate shell mesh. maybe there is better way
When you say “then downgrading subdiv lvl” means that delete the multiresolution? in my case say “the current topology is probably not a result from a subdivision”
Best way I have found is to use a gentle modified smooth tool. It seems to work better than loads of polygons.
Yes, don’t use masks for this task.
The result has never been that satisfying so far and I am missing some toolsets to get this right.
But I tried something different for you.
What I did:
-Make cabin base form from default sphere.
-Duplicate as backup, you never know.
It’s not perfect, as trim is a projection. But the result is looking satisfying, doesn’t it?
Wow, looks so cool too better than my cabin. Let’s go to try
Thanks for share.
wow! using the same technique?
The trick is:
Use the split tool.
on window parts add a layer
use the clay brush
put it on grab dynamic ( had the best results with clay, don’t know why)
put the brush on sub and low intensity, or a bit more….you are working on a layer my friend, you can adjust later
open layer options and give it to you like you need it.
It’s awesome, opens up a bunch of nice options!
Just remember that also the split tool is a projection and the incoming angle changes the width of the cut.
Could have been a nice teaching video sold for billions
Tomorrow I will try but a video will be great
Sure, I could also do the modelling for you.
Sorry, no time for video here. You’ll find your way through and learn even more.