How do you guys think I should approach this. I'm doing a BioRifle Re-make from Unreal Tournament 3. You will notice I am doing a bit of a mix between Epic's concept and final Game ready BioRifle. I'm attempting to do the hardest part first, which is the body shown here. I have already tried to make cuts and stuff where I…
Hi, I want to create a model of an old hammer in Blender and then texture it in Substance Painter. I'm learning to create game assets and aiming for realism. The model of the hammer is mostly ready. The hammer which I'm using as a reference has text and logo engraved on its head and I'm thinking how can I transfer this…
Beforehand, this is not so much about how to model a weird shape, but about how to approach modelling a piece I'm not 100% sure about, so apologies if this is not the right place to ask. Hey guys, so I've not much experience with 3D overall, but I was asked to tackle the modelling part of a group project since I was the…
@sacboi Thanks for you help and the video you linked! I actually had several problems, most of which from the lack of understanding of the fact that I'm trying to do something on a surface that follows not one, but several curves. So the solution was to patch the hole, relax the topology, dissolve useless edges (that did…
I'm sorry. I'm a non-professional and I have to agree with EQ's modality. If the model looks good and bakes good (and you're not needing full quads for sculpting) then why does it matter if there's a small pinch or your loops aren't perfect. And also, there's no need to follow an object 100% exact blueprints, especially if…
@aregvan It looks like you're on the right track. The key to clean cylinder intersections is to match the number of segments on both shapes near the intersection. Try matching the wall segments on the critical part first and adjust the perpendicular loops second. The alignment doesn't have to be perfect. Close enough…
You either completely misunderstood my goal or I'm still horrible at communication. I want to create meshes that: - can have any shape that could possibly exist - are lightweight (to share, to load, to have in viewport) - easy to modify (no rebaking anything, no dependencies on specific software or plugins) - clean (easy…
Hi, I use Blender and have been trying to make these diamond shaped spikes (see Figure 1) on the back of this revolver's hammer. So far I haven't been able to find a solution that creates them without causing massive smoothing errors. The final model will be baked down to make a game-ready asset. Figure 1 - Diamond Spikes…
everyone is gonna approach this differently, but some things that I found handy in modelling a car: -Do not cut in doors and such in at the beginning, it's gonna be really hard to keep a nice flow and keep everything nice and even. So cut them in afterwards. -Really stay much lower on the amount of loops you have, the door…
What does his edges being too sharp have to do with floaters? Completely different subjects/issues. There is no "wrong" here. If you're of the subjective opinion that his edges are too sharp here(could be, or not, we don't know the scale of the object), that is fine, but it really doesn't have anything to do with floaters…