dunno maybe something like this: get the main shape by cutting the side faces of a cylinder then champer the edges and delete polys to get side hole. add shell modifier.
recently I completely redid the ship's body, and now other difficulties have arisen - this is the connection of the two parts of the ship and the protrusion where the propeller is located, when connecting I violated all the rules of topology, can someone tell me how to connect so that it looks more accurate.then I also…
hi guys, I've tried to model this simple shape, but I end up with bad topology and no crease The reference of shape that I try to model I try to model 1st shape and using 3 different poly flow, with fewer poly, and less poly. but when I just add the subdivision, the result is no crease on the corner. anyone help me how to…
@Liam_CH looking at your ref quickly I cam see you need no more than 4 spans across the width and 7 down the length to block that form out. Use as little geo as is necessary and only add geo when you can't get the forms with the geo you have. A classic beginner mistake in both modeling and sculpting is to add way too much…
Pea brought up a good trick in another thread, if you select a few verts and add a spherify modifier it will round them out perfectly then you can extrude the shape.
Thought it may help some people. I made a pistol cylinder. Nothing fancy but I think it's a good example of "don't hesitate to add more geo if you need it" :
you are using max si? use flowconnect to add more geo. that will maintain the "roundness". *edit. what perna said. copy the peice over....then use flowconnect. problem solved.
You still have MAJOR pinching going on there, add a high spec material and you will see. You need to double the amount of sides your base cylinder has for that to work.
How might you guys go about creating the indents in this cylinder? I can't seem to add support edges without getting nasty creasing going the length of the cylinder.