Angular Versus Rounded Topology.

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    • #9928
      Chiz
      Member

      Hey Everyone,

      The trouble with me is – I don’t make anything – I only use third party models in Blender!

      Here’s the thing. I’ve imported this blaster model made in 3ds Max. As you can see – the gun sight should be ’round’ – but Blender is presenting it with the minimum number of edges here causing this angular look. Got the angular thing going on with the trigger too.

      I’m sure this is simplicity itself to the experienced user – but that’s not me! Subdividing the mesh doesn’t seem to work.

      I sort of know about loop cuts, the knife tool and stuff like that – but as you can tell, modelling isn’t exactly my strong point.

      I would like to fix this one myself rather than go back to TurboSquid saying the model doesn’t look right. That said, would a file conversion to .blend fix it? I am currently importing .obj.

      Any pointers greatly appreciated.

      Cheers!

    • #9936
      Surfaced Studio
      Keymaster

      Hi Chiz,

      Have you tried applying the ‘Subdivision Surface’ modifier onto the object?

      Often 3D objects are modelled using just rough geometry and the ‘smooth’ look is achieved dynamically by subdividing each quad a certain number of times. This reduces the amount of geometry needed and everyone can subdivide the model a heavily as they need for the final look.

      There’s a great big of information on the Subdivision Surface Modifier on the official Blender site.

      Hope that helps!

      Cheers,
      Tobias

    • #9937
      Chiz
      Member

      Oh, Tobias!

      You the man!

      That’s totally worked. Thank you so much.

      Like my dad always used to say: ‘Easy once you know how.’

      Really appreciate it. Cheers.

      Chris.

    • #9945
      Surfaced Studio
      Keymaster

      Glad to hear that worked Chris :) Lots of things are easy once you know which button to press hehe

      All the best!

      Cheers,
      Tobias

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