Hello!
I'm really new to modeling and I've been doing my best to learn in order to print cosplay props and grow my skillset in general. I'm working on modeling Roadhog's gun from Overwatch and ran into some angles/bevels I'm not quite sure how to handle yet. Here are some of the angles/bevels I'm referring to:
My initial thought was sketching out the pieces separately where they are divided by angles, then drafting them separately, but drafting led to the pieces not joining at a level path. I also tried drawing out the cross sections and lofting them, but it didn't quite look right and some curves were really uncooperative. Should I be approaching this differently? I'm also open to trying any other free/free trial software to work on this, I was just recommended I start with Fusion 360 and I've been able to overcome my issues so far with it.
Thanks!
Replies
For the handle part I'd cut the darker brown part from a sketch (keep original option checked), scale it down, chamfer and fillet the lighter brown part.
For the bottom part I'd get the main silhouette and finish in ZB again. For me it's much quicker to polish certain parts in ZB rather than fiddling with strange boolean shapes.
Sorry if it isn't helpful but if you intend to do a lot of this kind of work for print I'd highly recommend adding ZB to your toolset.
Oh right. Makes more sense.
No, Sculptris wouldn't do as it has no hard surface tools.