Actually not hard at all...make some edgeloops folowing the curve...once your on a flat surface you can go crazy with your topo....if you have to ;) Sloppy paintover:
@@wirrexx oh my god. It's amazing how simple it was. I think my decision to try to solve the problem with a 24-sided cylinder was foolish. It seems like the story will end if you create a low polygon with a 24-sided cylinder of the same size and a high polygon with a 48-sided cylinder. But I have one more question. Did you…
@FrankPolygon Thanks for the links! I'm having a hard time since the model is from the client-premade 3D, so I decided not to remodel it, but I think I have to. Anyways, thanks!
Hey guys , i am going to model a MGL but im having a hard time on how to model the huge barrel part where the grenades go , any suggestions where to start ?
is there any problem in 3d modeling which you don't have simple solutions of?: ) Great tutorial. I was going same but without Itoo it is going to be hard to move it along the path. THanks
@perna Oh OK thanks for the quick response. Are they some kind of special technique for maintaining hard edges? Here's the one I found on ArtStation. Link: https://www.artstation.com/artwork/mYVE1
Hello - new here. I've been consistently running into a problem on my current model where geometry goes from smooth to hard, but I'm not sure how to handle the transition without sacrificing one or the other. Here lies the root of the problem - I need this 90 degree angle to be hard, but doing so distorts the cylinder I'm…
@mrjojo you moved on to adding support loops and bevels much too soon if you say you're having trouble. Also important to note that if an object looks to be separate in the concept, make sure it's separate in the model. Makes things easier to model, and easier to bake an ID mask later. Focus on clean modeling and good…
cant really make out what it is you are making and therefore hard too help you with it. The pinching is very small it seems like.. When baked down it may even be less visible?
I'm trying to get use to using quad chamfer with my hard surface workflow. Has anyone had any success in using this method with just pro boolean objects without quads?