Some great info here, guys. I'm trying to round out the corners of this model. I removed some of the supporting edges, and this is what I've got so far: It's not looking too bad, but the highlighted edge is giving me some artifacting. If I remove the edge, that inward extrusion retains it's edge, but I'm getting some…
- hand placing is the problem because there is a certain pattern that i can't figure out, there is no blueprint, i have one like it at home but i'm not a mathematician, i don't know how to calculate angles lol it looks intuitive but it's not, like the degrees from one hole to another between each ring, varies, i don't…
Hey Guys, looking for input from the 3ds max experts here. I've modeled this car rim but it took me around 4 hours manually. I feel like something this repetitive in shape could be entirely done in the modifier stack with parametric tools in much less time right? More specifically the gold rim section. Defining the base…
EDIT: Unless you want to demonstrate a solution for your own enjoyment or the learning of others, disregard -- I found a way to accomplish this in Zbrush using masking and deformation. I am a beginning Zbrush user, and this is my project to build familiarity with the program. The first picture below is my reference, and…
@perandall Welcome to Polycount. Consider checking out the forum information and introduction thread. Looks like you have the primary forms. Just continue iterating on the block out to create the secondary forms. Below is an example of developing this shape with an iterative block out process. Create the basic shape of the…
So I'm following Millenia's excellent shotgun tutorial, but with two small differences: I'm using modo not max and I'm making a TOZ-120 instead of the m37. I've done 90% of the high poly but I'm stuck on this one piece, the front wooden grip: I'm confused as to how I can get the inset area and have it cleanly taper down at…
Decided to start modelling in Blender again, figured I'd try something "simple" at first so I picked a shotgun. This problem ought to be easy to solve for experienced modellers but I just can't quite grasp the workflow in Blender as to how to do it, even though I have a good idea of what it looks like and what the vertices…
The second one one the left is kinda easy too(at least in max) 1.Make geosphere icosaeder with 2 segments 2.Select all verts and save selection 3.Tesselate once 4.load vert selection and invert it 5.Turn every invisible Edge (6.Chamfer all edges a little bit if needed) And the first one on the right is kinda easy too: 1.…
Your first mistake here is trying to model the belt and the rivets as one object. Generally the rule of thumb is that if its made of more than one piece in real life, make it out of multiple pieces in 3d. In this case, each little rivet can simply be an instanced mesh that you place in the correct position. I would fake…
Thanks tynew, I was thinking I prolly needed to run that initial support edge coming fron the flat front inset down the vertical instead of running horizontal like I have mine now. I obviously just need more geo. Also, I try to stay all quad, but how important is it really if you have some tri's if we are just baking down…