This is my first major project that I did outside of a tutorial, everything before this was fairly simple and only required very basic box modeling. It's taken 11 months because I lost interest and got back into it so many times. It's rough in a few areas, but I think going to a new project and doing it better from the start with what I've learned is more productive then redoing whole parts over again after spending so long already.
Textures used are metal19 for the steel bits, metal07 for the brass, and wood09 for the wood, all from cc0textures.com.
[FIRST POST BELOW]
I'm fairly new to 3D modelling, this pistol is the first big project that pushes the limits of my ability that I've done. Naturally, I've hit some roadblocks and need advice. This is my first version of the handle, it has some pretty bad shading errors related to non-planar faces in the transition from the flat to the curved areas.
I started over completely anew and made this much better handle. The problem is I still haven't figured out how I'm going to make that flat area without screwing anything up. I'm also running into issues with that dropoff beside the end of the barrel. Does anyone have advice for making difficult geometry like this? A screenshot of similar shapes you've made would work. A book or a video that goes into detail on making difficult shapes while maintaining good topology would be perfect.
Replies
regardless, I'd look into midpoly modeling. This may help you think about your modeling in a less constrained way.
https://i.imgur.com/rSNpnPm.mp4
I'm very close to done with the general shape of the hammer, I just need to figure out how to smooth out these creases a bit before doing minor adjustments. Is there any way to keep the artifacting protection of having a face loop around the major details, while also avoiding that crease at the areas where multiple such face loops converge? I tried insetting the areas where the creases happen and that just makes them more pronounced. After this part is done it's just a few screws and minor shape changes before the model is finished.
Just follow 3 point curve guide and you ll be happy, basically you let subdivision do the heavy work like if you put 3 points on paper to form a triangle > and apply turbosmooth it will look like ) this. Hope it make sense.
Better check out Arimus on Youtube for modelling help!