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How to "Modeling techniques"


GUSN
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1. mapping would be easiest, unless it's viewed up close in which case you'd clean up the surface an model.

 

2. subdivide the mesh, either the entire mesh with a subdivide or quadify modifier, or select specific faces and tesselate the mesh

 

3. always start a new thread don't hijack someone elses. (unless the current conversation has concluded and you have a VERY similar topic to add)

 

I didn't mean to hijack anybodies thread. My apologies.

Anyhow, thanks for your quick response Brian.

 

I do want my view up close to show the reveals on the walls. I try to use the

chamfer or bevel but my geometry gets all distorted.

 

Same thing goes with the terrain. I have tried selecting specific faces

and tesselated the mesh but I'll give it another shot. Thanks.

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if your terrain object mesh is too chaotic to subdivide you can try to conform a dense plane to your terrain then you'd have a uniform quad surface to work with.

 

Thanks for your response. I didn't have a level terrain so it made it a little more

of a pain. My terrain was more of a downhill. Anyhow, I connected more edges and

subdivided here and there. Tessellating wasn't working for me but with a turbosmooth

modifier with just one iteration worked out good enough. Thanks again.

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If u know contour levels,you can use spline to create lines and then by moving vertexes to the desired level use bezier corner for curvature and then extrude it. before extruding make a copy of each spline so that u can use the same for adjoining plane.

There are many ways,this is what I follow.

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