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3D Modeling F.A.Q (Last Updated: 2025 Feb 16 8:08 pm)
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Looks very good so far; nice clean edging. Can I see the cage?
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I like the topology on this second one the best of the three, I think. Very nice and clean, with logical well structured polygon flow, and neat edge chamfering. Nice work on all of them really, but the others have a few edges that could be rearranged, although they seem to subdivide really well, so it doesn't matter.
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Quote - Totally agree with you.
Just looking into that veronoi/boolean thing atm
My very first ever freebie offering was of two stylized, modern chairs; the first of which was done using this exact Voronoi technique by Ali Torabi, which works nicely on most surfaces :
http://www.torabiarchitect.com/blog/?p=250
Ali is a 3dsmax genius, who invented a lot of excellent techniques for parametric modeling, which is the area of design I have been pursuing. However, this technique has its limitations, and there are now "automatic" Voronoi retopology tools available in Max, which makes this technique somewhat obsolete.
However, considering the Voronoi pattern exists in a Delaunay diagram, perhaps if you could get to the delaunay triangulation through boolean operations, as you mentioned, then you may be able to simply cut the Voronoi edges manually from those tris, using standard poly editing tools?
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Quote - And just what the world needs, a jet powered backgammn piece!
Haha. Great work.
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Is that a quad cylinder, or are the caps at either end made of tri's? Looks like tris. I'd have started with a quad capped cylinder if I were going for that kind of shape, because then you'd at least have the option to run that support loop differently. Not saying you wouldn't have problems afer beveling, but you'd have a couple more options. Why don't you just run the new edge around the diameter like the loop above it? You'd have more faces, but it will subdivide nicer probably.
I think you have the best solution for what you have done there, but I wonder if you will encounter pinching or seam trouble from that edge later on. Here's how I would have set up a bevel on a very similar shape.
With this bevel technique, the bevel intersections consist of quads, and there's no tris on the whole shape. It subdivides really nice, and no distortion, creasing, or pinching.
Note I didn't bevel/chamfer the top or bottom as in your image, but that would have no impact on the area in question.
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How does that edge look smoothed? If it looks good, then just leave it. However, I'm not a big fan of the tris at the top and bottom because of the pole, and the way that can cause UV distortion.
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Inspired by Cris at 3d palace and a dyson vacum I started on these bits