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M4A1 PDW

devonmousseau
polycounter lvl 4
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devonmousseau polycounter lvl 4
Hello everyone, second post here. :) I've started to block out this CQB, personal defense weapon type M4.

mds9o4A.jpg

My question is whether there's a tool for cutting holes into geometry, or if I should just cut edges into the geometry and build circles that way.

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  • Brygelsmack
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    Brygelsmack polycounter lvl 13
    JoshuaG wrote: »
    Edit Mesh -> Insert Edge Loop Tool
    I think you mean Interactive Split Tool?
  • XanthV
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    XanthV polycounter lvl 7
    Mesh->Booleans. It can be messy though.
  • Amsterdam Hilton Hotel
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    Amsterdam Hilton Hotel insane polycounter
    JoshuaG wrote: »
    NO. Do not use Booleans.
    This is bad advice... use booleans all you want, just make sure you check the transition geo after. Sometimes there will be bad or duplicate verts you have to collapse.
  • Pedro Amorim
    I use booleans all the time. Love them. They are so usefull. I have no idea why people keep telling others to not use them.

    Maybe you guys need to learn how to properly use them?
  • DarkStar
    My way :

    Plane divided by number of cylindre face you want--->edit poly-->do holes with cut tool ---> modifier bend 360 degres--->collapse---> weld vertex at jonction.

    Good luck.
  • Add3r
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    Add3r polycounter lvl 11
    I use booleans all the time. Love them. They are so usefull. I have no idea why people keep telling others to not use them.

    Maybe you guys need to learn how to properly use them?


    This. x1000. Booleans are a main tool in my toolbox these days when modeling, both HP and LP. Its just too easy to create complicated geo if you know how to clean up the geo afterwards. Yes, it will create messy, unusable geo out of the box, but the end result is super clean with a couple minutes of collapsing duped verts and cutting necessary faces.
  • Dethling
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    Dethling polycounter lvl 11
    +1 to DarkStars methode
    You can also add the turbosmooth before the bend for the high poly, this creates a better result in my experience
  • DarkStar
    Dethling wrote: »
    +1 to DarkStars methode
    You can also add the turbosmooth before the bend for the high poly, this creates a better result in my experience

    Exactly and if you don't collapse the stack right away, you're still free to edit the shape later on.
  • devonmousseau
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    devonmousseau polycounter lvl 4
    Thanks everyone for your quick feedback! I decided not to go with boolean, not that it's a bad method, but with my lack of knowledge in maya I will surely muck it up. I just simplified my mesh, so that the sides I needed to put holes in were flat, instead of that edge protruding in the middle. I simply made some edge loops on either side of each hole, and extruded them inward. Deleted the inward faces, added a loop going from side to side on each of the 4 corresponding faces, and scaled them out accordingly. After looking at more references, I'll adjust the foregrip to look just right, but I'm sure the rails will help to tie it together. Here's the update :) (Nevermind the lower reciever it is very blockout)

    LbMcBhD.png

    EDIT: I Will also keep posting the progress on this model till it's done! Crits and comments are welcome.
  • devonmousseau
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    devonmousseau polycounter lvl 4
    Quick Update. Getting confusing modelling the upper receiver.

    uJIZIZQ.jpg
  • yodude87
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    yodude87 polycounter lvl 5
    Add3r wrote: »
    This. x1000. Booleans are a main tool in my toolbox these days when modeling, both HP and LP. Its just too easy to create complicated geo if you know how to clean up the geo afterwards. Yes, it will create messy, unusable geo out of the box, but the end result is super clean with a couple minutes of collapsing duped verts and cutting necessary faces.

    definetely. booleans are a must, i remember when i first discovered them i was like o.O "OH GOD THIS IS MAGIC!!"
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