Hi, I'm trying to model the receiver of a shotgun and I'm having some problems: this little bumps are tricky to model, and make them look good with the superior part of the model. First I tried modeling the superior part(I was having some problems with the plane shape, but I achieved to make it. But before that, I don't…
Sure, don't know if you can understand how it's made from the pictures, but: 36 sides cylinder (probably can be done with less, but 36 is default so I left as it), subdivide like I show in the last picture, then select what's highlighted and start extruding, then using a circle spline (or another polygon object) subdivided…
I just extract a loop of polygons that go around the cylinder, then I push one of the edges out and flatten the shape so it looks like a flat doughnut with the inner loop matching the original mesh it was extracted from, then I use a shrink wrap deformer and use it on the gun barrel. I then extrude the inner loop up, push…
Hey guys, Been trying to get this shape made as accurate as possible, but there isn't much in terms of reference for me to work from other than this image! I'm trying to make the clamp connection element, which I've dissected, but i'm having issues getting the multiple curves in, which one always breaks. Here's what I've…
Hi, im not sure if its modeling problem or normals problem. How would you fix the shading on this model? I just dont understand the workflow of fixing it. Is it the vertex connections that i make afte booleans? I made the high poly in zbrush using live boolean. You make base mesh and boolean objects in blender then import…
Well, Spent most of the night learning how not to make it. This is where i ended up: Geo sphere with 1 segment. Chamfer all verts until tris and pents Weld Use select similar always every time every day delete tris scale all faces locally Bridge/cap/remove edges to span the gaps. or user "create" plolies I suppose. connect…
Hey folks. I am trying to finish this model. I know I can just boolean in the windows and call it done, but in the name of learning proper toplogy, I am trying to keep the model Sub-D all the way to final. Thing is, the windows pretty much go against the flow of the rest of the surrounding surface. Any recommendations on…
Heyd McGreed, usually this is how I do tube/cylinder connect in max. - create an 8 sided cylinder - duplicate/clone it by rotating 90 degrees - go back to first cylinder, use cut tool (with vertex snap on) while using the second cylinder's vertices as guide - hide/delete the 2nd cylinder - select the new faces/shape you…
I'm trying to learn Modo, and my go-to when learning a new software is to try and model a gun, but this is making me want to put my head through a wall and give up. I used booleans to punch out all of the rectangular sections as well as the big cylinders. I've been going back through and triangulating it, but when I try to…
In general I think it's best to start with the most difficult or defining shape and block it out first, then fill everything else in, adding supporting edge loops is the final thing you do. I used edge constraint to move some of the vertexes so that the edges weren't so close together, but still on the same plane. Reduces…