The idea itself isn´t that bad, but the geometry isn´t good enough to hold the form of the holes.Therefore you get these weird lumpy holes. Like said many times before ADD MORE GEO :P I made an example which does it´s job: If you have max 2010(or higher) you can take a look at it directly:…
Hello everyone! First here is my ref: Here is my smoothing problem: i still got those weird artifacts when smoothing: I know it's really not that much and i'm ready to jsut deal with it, but i was just wondering if it was possible to totally get rid of those? I tried to add support loops a bit everywhere but i feel like a…
Yes it´s more or less correct, but even with the now given geometry you should be fine enough i guess. Here is some kind of step by step: 1.Starting plane :P 2.Inset desired faces 3.deleted 2 polygons and adjusted it(i hope that part is clear enough) 4.Adjust shape(deleted 2 edges which came from the inset) and made new…
I'm trying to figure out why though. It makes sub-d easier to separate out hard edges from what I have done. Instead of having to camfer 20 "00" edge edge loops. I can just say, here, all these are 1 smoothing group so smooth away. Wait, this area is a separate smoothing group, so make a distinct edge between them. That…
Sweet! I was in the middle somewhere. Interesting about the double looping, going to implement that in more stuff just to be safe. Good to see you value the easy to use loops; something I tried to maintain. I could have cleaned up the chamfer corners better and I think I need to use more mathematic/procedural processes. Is…
@perna thanks a lot for the file, surely nice to see how this works. Again, never thought of using two probooleans, and using a refference and one instance for controlling the operands. Really nice trick haha. I still don't know if this wouldn't get "chaotic" as soon as the operands increase in number but that's something…
Ugh. This is my first attempt at a complex high poly object(for normal map) that I have actually stuck at. I must admit, its driving me crazy! This has been on and off for weeks, I have kicked, screamed and felt like giving up numerous times. Never have I wanted to learn something which has frustated me this much! Anyway…
If you want to remove edges / optimize a model without breaking your UVs it s easy. CTRL+Backspace is max default shortcut to remove edge and get rid of vertices. click me I use Q for edge loops , W for edge ring and CTRL+ALT+C as collapse for shortcuts (just to let you know as it might be confusing) STL modifier highlight…
After asking a friend, I finally found a solution: -Apply the lattices that makes the end thinner and the one that bends the end -Choose a face that is rotated at a good angle before the rotations start falling apart -Add a transform orientation for the face on the top middle -Select an edge on the bottom loop if you have…
Sorry, I should have said that this is the hole for the slide: You can somewhat look inside the gun when the shell is ejected. @Artifice: But it does not look right, there are lots of smoothing problems. You are right about the planing thoug. I just start modelling when I got some inspiration and I start into details and…