@stuffinmyhead It looks like the flat areas are cut out of the cylinder's shape rather than added to it. With this type of shape intersection it's important to keep the cylinder wall segments straight and keep the intersecting shapes perfectly flat. Start by blocking out the basic shape and use some planes or rectangles to…
nnq2603 thanks for seeing that, yeah putting a circle into a flat object is not the hardest but the method of using a square is the best when it comes to using something flat. It really depends what the end form needs to be. While we are on the subject of different methods did you know in max 2011 now has button to make…
@Brick Top: That's your high-poly, right? If that's the case, why are you worrying about creating a full loop? The back parts of the sights is a flat space, so you can just end the loop in an already existing point, or even on an open poly. Flat bits on the high are really nice because triangles, five sided polygons, etc.…
What igi is trying to say is that the reason you have pinching is because the flow or roundness of the hole is different from the rest of the main mesh. There's many ways to fix it, one being modeling the hole as a rectangle with proper support loops so the flat bits at the top and bottom get rounded. Another is to model…
@wirrexx Thanks, but that's not exactly the issue I'm having. It's getting the shape of the grip correct in all dimensions, for some reason it's proving really difficult to get that side curve whilst retaining the capsule shape of the top view and the flat part with the lip on the bottom. I've modelled it flat from the…
For the bottom one i would prob use ndo2. The top one looks easy enough, just extract a part of the geo then do a inward extrude like you would on a flat surface?
Having some trouble with that flat parts on the beginning of the barrel. I'm almost there, just need to fix a couple of things and move around some verts. But i'd like to see how others aproach it.
would you mind sending me the FBX (no obj, cant open them up in blender) I would like to see why they issue occur. Being a flat area. This seems weird.
I feel as if I have seen this post before... And Also reacted to it. Because this one Is a Deja Vu for me. If it's a flat surface, you can end on ngons and do whatever you want. it will not be visible.
You can move the fin inwards towards other fin, this way you will have room for support loop for outer edge and it will also blend with flat top surface too nicely. Since in game it will get baked down on low poly and no one is zooming in that close to an asset. Another thing in games we are not doing CAD precision.