You need 1. better reference. 2 planning. I mean draw out the edgeflow in Krita, Photoshop or Gimp and understand how it's built. then it's easier for you to build it. .. I'd build the whole stock and either boolean that part out. Or, cut it out.
heeere's comes Wizi lets make it easy, the big cylinder under is 18 sides and the small one is 14 sides =). I was not quite sure what you wanted to achieve so i did 3 diff. Models. see if it helps From Left to right. 1. I use primitives to align the 2 cylinders edges to eachother. The big one is 18 sides and the smaller…
I've a question about sub-d modeling 2 intersection tubes (contains hole, not solid cylinder). (I saw in another page, EQ or someone give tip for solid cylinder but not inside). A proper/clean way to make it? How. I manage to make it but takes some time to manually slide, cut some faces and weld/collapse vertices (and…
Hey shape modelers! So I had a few people ask me at work how I add cylinders into cylinders etc, so I did a little breakdown on how I approach it. Here is my image breakdown: So.. 1. firstly I created a plane with divisions equal to the power of 2 (in this case 32). 2. I created two cylinders as reference to cut into my…
Hi, As you can see, recently I ve been practicing modeling with the Eat3d - Dozer tutorial, which is a really great tutorial and the model is almost finished. My problem is the following: I want to texture it, but without creating a game asset, just create a scene for it and render it with vray,so I want to unwrap (of…
Hello all, I am generting an asset, a Hero bad ass Asset for VR for Occulus Quest 2 (No Dedicated €1000 GPU!). To start below is a just door: Grey Shape = I have it covered with a normal map, looks great! My problem ist the Blue part, a HUGE amount of objects for this machine, have nice smooth beveled rounded edges. After…
This I agree with. I probably shouldn't have said "only" as different cases need different treatment. Making it look similar to the end result could help improve the workflow in building the low-poly model; but I guess that's just a "nice-to-have" thing to consider about and not a hard rule. As I understand, is isoline…
My question what exactly you want to describe the top shape of this object? -->Is it circular or hexagonal? I mean the surface that 2 boxes extrude up from. See 2 cases below: * If it's hexagon, then logically there has to be pinch in transition between hex and circular. (IMO, It's about geometrical rule, where the angle…
What would be your approach to model that shape? i did several of them, but just 2 didn't end up looking like garbage, and one of them has quite a messy topology. Edit: Page 154 has something similar to that, don't know why i was overcomplicating this thing, life is hard when you are retarded.
This seems to work pretty well for me. I made 2 curved planes with equal edge loops : one for the top and one for the side. Then I performed a simple boolean operation and used array and curve modifiers to make it into a circle. EDIT: moving the inner verts along their edge seems to help with making the edge thickness even.