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Mikhaliich2016-04-23 13:27:26
3D
Mikhaliich, 2016-04-23 13:27:26

How to model such an edge?

d3b45c335cc742ee8978f0ce47148fd4.jpg
Having abandoned sculpting, I returned to subdivisions, but I have no idea how to make this edge.
Where is the design of such things done? CAD?
Thank you.

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3 answer(s)
V
vaux, 2016-04-23
@Mikhaliich

Well, it's worth starting from the top surface, I think. We build such a surface from the plane:
Then extrude the faces down:
Cut a couple of loops and build the right side of the body:
The lower part is the same shape as the upper one, so just copy the geometry, mirror it and glue it down:
It remains to make chamfers. First I made this chamfer:
Then the remaining chamfers. I just selected the desired edges and applied Chamfer to them:
I don't know how cinematic, but max doesn't handle such things automatically. Therefore, we edit the mesh with our hands in several places:
Since we are modeling for anti-aliasing, the mesh needs to be made at approximately the same density in order to avoid strong mesh contraction and the appearance of artifacts:
Finishing touch. I decided to remove the unnecessary magnifiers that go on the side of the model. This solution is painless, since this area is on the flat part of the model and there will be no visible artifact:
Here is what we get as a result:
Grid:
Of course, I did not try to model 1 in 1 according to the reference, but I hope I showed the basic principle. Here is the model file if you want to rotate it: https://www.dropbox.com/s/24p25ak51pugqyo/keyboard...

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Ilya Kanatov, 2016-04-23
@dukenuk

It is not very clear what exactly you need: a seam or an acute angle, or both.
If you need a sharp, sometimes smooth surface, then the solution is here:
blender.stackexchange.com/questions/6425/keep-shar...

N
Neron, 2016-04-23
Lordov @Nekto_Habr

I usually just manually moved the vertices, subdivided around if the mesh wasn't flexible enough. Gemor of course, but solvable.

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