Haha that Remington 870 Marine version is one of the models I'm working on. I don't have the model with me right now to show how I approached it though.
fuck, you'r not using zbrush right? so to model this shape in most 3d app i would duplicate the mesh and do boolean with it, then do some cleanup and mirror it :)
Hello, I am newb, I'm trying to teach myself how to model. Starting REALLY Simple. When making an object, that is going to get rigged, what pattern of triangle should I use? Left is what I'm currently working on, Right is some MGS mooks I grabbed for reference on what a basic character mesh should look like. I noticed the…
@Cookepeanut: Had the same question come up in another thread a little while ago. See if this helps. Only difference with yours will be to break it into a few pieces once you have the block out right(on the middle edge, Where there is a dividing line on your reference). Like Per said, blockout is really key. Once that's…
The rule of thumb is simply to have the right amount of geo at the curved part. Do not overdo it with millions of millions just to get that shape 100% sharp. get it right enough so the bake will be flawless. this one i did simply by doing a 16 sided cylinder again, found out i did not get the hard edge i wanted, so i…
You need to adjust the soft selection curve. It's the white square in the top right of your screenshot. There are controls for it next to it. Because it's not very linear at the moment and that is what controls the 'acuteness' of the bend.
oh right! so that big metal piece in the center is what I am aiming at. Im going stylized so I am ignoring the bolts that are in between each cylinder.
Alright, I'm gonna try this out. By the way, I got another question: http://prntscr.com/12zd6c Is this the right way to end this kind of model? Wouldn't a single poly be better?
turn on the shadows in your light, right now the light has its direction and casts through every surface, you want it to be dark there, then lat some shadow influence that area ;)