Thank you guys very much for your effort.
It seems that this is not as easy as I thought it hopefully might be
I will keep exploring and come back here if I find some good method!
Thank you guys very much for your effort.
It seems that this is not as easy as I thought it hopefully might be
I will keep exploring and come back here if I find some good method!
Maybe it’ve been possible
eer.blend (1.0 MB)
This is a revised one.
Weld is used for vertex cleanup,
and oblique edges are added to prevent lower edges from being rolled inwards
eer-1.blend (1.0 MB)
I was always amazed of the hardsurface modeling pros ( now called “veterans” ?? ) over at PolyCount.com especially Frank Polygon’s sketchbook ( because frankly he is Mr. Polygon ) and mutliple answers on the How The F*#% Do I Model This? thread…
…so here i smy attempt … and yes there are triangles…
And the blend ( with some (hidden) inbetween steps… ) HardSurfaceConeMinusCylinder.blend (199.8 KB)
Thanks guys for posting your solutions!
Some of them are I believe acceptable, but I still feel there must be more elegant solution.
Today I even took pen and paper and did some topology sketching, which to me shows that this should definitely be possible even with using quad topology exclusively, but my Blender skills are still not so developed to easily convert these theories into practice
O well… I guess I’ll keep searching.
Thanks again!
Well… it’s somekind of the holy grail of hard surface design… to find the perfect solution…
…
@anon31849973 : Ahh yes… using greases completely (i just did one some… so technically speaking mine is no pure traditionally hsm )
@oo_1942 : Also interesting… very… interesting…
Wow, I can’t believe I haven’t seen these tutorials!
Thank you very very much!