@TheWiredFrame Model the receiver as continuation over that curve. Create a plane using low amount of polygons. SubD it and play around until you get the desirable result. Extrude the plane and finally do a difference boolean operation.
It needs more support geo. That's a hell of a pole to be that close to a corner. A simple solution might be to try deleting every second one and create quads instead. Might be less stress on that vert and you could get away with it...
_gelo, its just the way maya handles bevel set at 2. For a more curved bevel set it at 4 and it'll work without creating extra geo. I don't know about 3 actually hah.
I'm back again :P I'm not sure if this belongs here but I have an issue with floating geo. I'm trying to model in an indent into a gun. However, when create a flat surface to make the indent curve into the model, it can be seen that this doesn't match the shape of the surface.. as can be seen in the screenshot. I figure if…
it always depends on what you wanna do, do you want to create a lowpoly where those details appear in the normals or do you want to create a highres mesh with all those details in it? as for the first, you could do a lot with floaters, if you really have to model it, well then do the basic shape first and then go in and…
The easiest way is the bevel modifier under the create text action. Then use a bend modifier to wrap it and another bend to give it that slope and leave it as floating geo. (Edit: you wont be able to smooth this text, but it will come out very smooth as is.) Insetting it on a curved surface would be ridiculously time…
You needed more sides for that cylinder. basically here's what I did. 1. Created a cylinder and I knew there are 6 of those little (gap) details so the number of sides for the cylinder would have been 6x. but didn't know the "x" yet. 2. Created a hemisphere with 8 segments, placed it right on the end of the top edge of the…
Hello everyone, I'm trying to reinforce a part of a model, but I'm not able to do it without artifacts. I looked a bit in this thread, but I couldn't find what I need. Here's the part I'm trying to add edge loops in : I want to be able to reinforce the pointy shape while keeping the curved shape of the model. Here's my…
For greater control than the FFD, you can also use skin-wrap. Create a circular plane that matches the flat version, with several circular edgeloops, then apply a skin wrap to the high with that as the target, and then pull the skinwrap target into the desired position. Skinwrap, Bend, and FFD are probably the most useful…
Hey all, trying to figure out how to make harem pants similar to these. Baggy pants with excessive cloth in the crotch for maneuverability and elastic bands on the waist and ankles. Any help? edit: After reading the thread title I haven't achieved any results of my own, I was just asking while it was a WIP. I presume that…