Not going to attempt it since it would be really time consuming at the moment, but it looks like it's layered. So what I'd probably do is model the whole thing flat first. Cut the various different shapes in, and add support loops. Once you've added support loops, add some thickness (Shell Modifier in 3D Studio Max) then…
@JordanDaushvili Hey there, buddy. You have two issues here. The first one you circled is waviness, most prominent on the top one you circled, and is discussed in detail here: https://polycount.com/discussion/81154/understanding-averaged-normals-and-ray-projection-who-put-waviness-in-my-normal-map#latest You should…
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…
Hi there, beginner who has a lot to learn here. I'm having tons of trouble trying to model a low poly model with around 2k polygons. What's driving me nuts is how the face looks at various angles, and just the overall look/quality of the model. Here's a compiled screencap I did of the model I'm working on. I can't really…
My point before was if you create the inner cylindrical portion before you support your other geometry, You won't have the right amount of sides to have an "uninterrupted" curve. I'll explain what I mean (hopefully) The border in brighter green(minus one edge, my bad) right now is making a perfect half circle. It has X…
@guitarguy00 Reducing the segment count to the minimum amount of geometry required to hold a shape and maintain edge flow is a good strategy for subdivision modeling. The base geometry looks good. You have the basic shapes and loops working together. Definitely on the right track. The distortion between the two outlets can…
@Daf57 The base geometry that's controlling the subdivision isn't dense enough to support the perforations. For that to work the mesh would have to be subdivided to an appropriate level before the perforations are added. There are several alternatives that will look better, work better and require less effort. If the model…
@Varravik it's worth keeping in mind ZacD had shared his solution to enable 'joining' two separate objects modeled with varying number of edge segments, basically faking a smooth transition using 'floaters' (floating geometry) in order to bake detail without generating errors from a high poly mesh too low poly proxy, then…
Yeah why not? Use a reference cylinder and match it if you want. Whatever gets you there. As for that protective cap, you can totes use a sphere for it, but squash it first as it's not spherical... more like a zeppelin shape. Get good refs, study them and follow them. Nail the large shapes first, then do the details. Make…
@headachedotpng Thank you for sharing these resources. I have a question about this process. It's very fast and there's no cleanup but the topology seems to cause problems when it's subdivided. Any thoughts on how to resolve these edge flow problems or another way to use the same process to end up with an edge flow similar…