Modeling insets into a curved surface is a classic modeling conundrum. My preferred solution is to model the insets on a flat plane and then use a bend modifier to curve the shape. However if you you do that to a lowpoly and then subdivide it you will still end up with pinching, not as bad as your example, but still pretty…
Looks great. The design reminds me (slightly) of Human Revolution's machine pistol. What's with the pinching on the corners of the oblong inset for the stock to slide back into?
struve: the double chin, the deep inset and showing of the eyesocket and that area diagonally down from the corner of the mouth is causing the manly look I think
when i do this sort of thing i make the spline shape. and duplicate it. convert 1 shape to editable poly, this should give you 1 or 2 crazy n gons. Inset the editable polys faces, usually there are only 1 or 2 ngons. once i have the inset i clean up the interior ngons, topology isnt to much of an issue here as the inset…
looking good dude. I'm not sure how max handles text, but maya's direct text is poo. Anytime I do it to inset I use create poly in maya. its easier to optimize for me that way, which I've found important because even short words = an ass ton of polys to manage once add control edges and start beveling. As for text in…
Heh, good point. Fixed, thanks! Yeah... I changed its proportions slightly; though I think the inset on the lower foregrip can be quite smooth. The older design with the insets on the upper part seems to have universally sharper edges on the lower indent; might just be something that varies over time / from manufacturer.…