creationtwentytwo, here's what I'd do: 1) subdivide a cube 2) "sphere-ify" it (whatever equivalent your package has) 3) remove uneeded quadrants 4) extrude end edge-loop 5) tweak with more edge loops if necessary
calen, you could always try to make it really low poly. Without any edge support Import it to Zbrush, amp the HP up without using smoothing 2-3 times, then apply smooth and amp it up 1-2 times.
You can just add 2 edges when chamfering instead of 1, but it will still slightly smooth the middle loop, so you lose a bit of volume compared to solid chamfering, but it's similar enough. Would be a nice addition to the chamfer options though.
I'm pretty sure I'm overcomplicated this a shit ton! I've tried using 2 different approaches: 1. model flat, subdiv and bend. 2. model on a cylinder with lots of sides. would love to see a cleaner way of doing this shape, please.
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.
Step 1 make a cylinder with 40 sides or more. Step 2 the rest ... duplicate rotate with pivot at center ... do the rest Used this thing to help me have quick smooth (sneaky tease lol) Will upload the model as an obj for you :D
had a quick go at this this morning. weird shape to do, think i got there though. as the other side is not shown, i dont think it is entirely necessary to go all the way around with 1 loop. i used 5, and used soft selection to get a gradual kinda curved look going down, as if it was 1 loop going around, when really its 5…
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…
1. Convert your patch to a editable poly. unwrap and relax it to remove as much distortion as you can. 2. Use the TexTools 'Swap UV's with XYZ Channel' button 3. position the Grip pattern over the flattened mesh. 4. Add a skinwrap modifier to the pattern and add the patch mesh to it. 5. delete the edit_poly modifier on the…
Hi! So I have been struggling with this for a while and figured it is time to reach out for help! What I get from the image and reference is that number 1) is an eclipse shape and 2) is a perfectly round cylinder. They both meet at 90 degree turned angel. Any suggestions on how to approach this?