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Showing content with the highest reputation on 08/24/2024 in all areas

  1. Pfff - don't know about that dude. I'd say we hold the modelling fort with similar, if not identical levels of veracity and diligence ! 😉
    1 point
  2. Nice, and exactly what I woulda done 🙂 CBR
    1 point
  3. Me too, but I'm off for a weekend ride now, so we can compare and contrast notes later ! 🙂 There doesn't seem to be much in the way of tension wrinkles, so we probably don't need to break out the shrinking balloon cloth sim stuff I'd guess, though might be fun to give it a go... CBR
    1 point
  4. i got a quick an easy approach for this, i'll do a rough example and write up brb EDIT - just noticed there appears to be another ring running horizontally ( i presume this is the view from underneath ) to add this you would just repeat the process already outlined below. Okay so here's a quick approach. Not sure on the particular shape of these, so i presume its something along the lines of this. 1) grab a standard sphere, give it 12 segments and make it editable, remove the top centre faces, and adjust the topology of the sphere at the bottom with something like the example below to avoid a nasty pole, shading errors etc 2) Next put the sphere under a subdivision object set to one and make it editable. Add an edge loop either side of the centre line on X/Z as shown below. 3) Select the opening edge, as well as your centre lines on the mesh and do an edge to spline command ( you may wish to subdivide it further for a smoother curve ) put this to one side we'll use it later. Go back to your mesh, with your centre loops selected and scale them as shown below. 4) final stage is to sweep our spline and place it inside our mesh under a subdivision object and adjust accordingly.
    1 point
  5. I noticed that most of the time it cannot be stopped even using built-in task manager.
    1 point
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