So I am working on this handheld howitzer and wonder whats the best approach to bridge these two parts (blue with red). My discarded attempts so far were:* Cap the gap and cut in connections. -> Took a while amd looked quite messy. * Bride opposing edges individually. -> The tight edges became realy messed up, especially…
If you're able, can you please post shaded with wireframe screencaps of what you currently have? As one possible alternative to define displacement detail using a base mesh, sculpting complex surface variation would certainly capture an intended result however I think at this stage, will hinder more than be in anyway…
i would do it like this, i know the result isn't clean at the end, but that's because i was too lazy to finish up because you can get the idea. it's not the cleanest quad distribution either, but i usually don't care so long as it works. rotate a square for step one connect after making a selection symmetry modifier and…
Hello, this is my first post and I'm new to high poly / low poly work flows. I'm modeling a space capsule. The low poly is required to have 24 vert circles for both top and bottom end caps. What you see bellow is the high poly. I'm intentionally not using sub-d because I'm worried about the curvature being to different…
@amoeba there are no hard and fast 'rules' when it comes to modeling something, just general optimisation techniques shared over time among people passionate for our craft which by the way are really worthwhile keeping in mind, like here, for example. Anyway as mentioned, if your mesh overall sub divides with a few minor…
This is Wirrexx's mesh. It's slightly different to mine and smooths correctly because of the cylindrical roundness I think. On my mesh they are evenly spaced but not perfectly cylindrical; it's a bit squashed so this still gives me some errors on the bend. About your point on ngons, they can be used in sub-d meshes as…
@SignalFlare07 Glad the write-up was helpful. The lofted shape on the back of the receiver can be created with basic subdivision or with a series of bevel operations. Here's what the subdivision approach could look like. Start with a basic cage mesh and refine the shape with subdivision preview enabled. Adjust the…
Hello again guys! Hope you aren't getting sick of me! :s SO I have tried again and have still had no luck in my endeavors. I've tried two different methods which I've posted below in photos and I still don't receive the result I'm looking for. I've also attached a link to my own personal cloud for the FBX file of the two…
Again, thank you @Perna. Most of these questions I ask are really simple, but I ask them anyway because sometimes these are just unproven perceptions, and a confirmation from a pro always seal the deal. Plus I always get to pick up some fun phrases like "Garbage in, garbage out." Like you said, not using bools and making…
@BladeSharpe So what you want to do is nail your curvature first and then put in that hole. Trying to model a curved surface around a hole will usually result in errors in your mesh. A hole is subtraction by nature. It's also a secondary form to the form of the handle which would be your main form. What I've done here is…