Hello guys, I am working on an AK47 and I have a question about a particular part: the 'iron sights' (how do you call this part of the gun anyway?). http://users.telenet.be/kansloos/ak/iron1.jpg http://users.telenet.be/kansloos/ak/iron2.jpg Same image as the first one but added some numbers/colors.…
@acarmona88 Welcome to Polycount. Consider checking out the forum information and introduction thread. Sharpening unsupported corners on curved surfaces often produces smoothing artifacts that can be resolved with a few different modeling and topology layout strategies. Deciding which is approach to use really just comes…
@LoneRanger Some of the smoothing artifacts may be the result of using an uneven number of bevel segments on areas where multiple surface angles converge. Try using the following bevel settings and see if that improves the smoothing behavior: 2 segments, 1.0 Shape, Arc Miter Outer. Increasing the mesh density tends to…
Sure, first off there are pretty much two ways to do hard edge stuff without adding in extra geometry, that i know of. First is to use smoothing groups for your hard edges in max. One of the big disadvantages to doing this is that you always have infinately hard edges. Really nothing in life has an edge that hard, so it…
Hello everyone. I'm trying to do some hard-surface modeling, and I'm trying to understand how should I approach these. I already tried modeling them, but had some problems. This is the box I tried to model. The thing is, its a pain in the ass. I dont know how to approach. I'll explain, first, here's the breakdown of what I…
@pr3stl1 @ned_poreyra As Eric and Axel have mentioned, the issues with both models can be solved by using the same topology strategy: Block out the shapes so the segment counts match and use the existing geometry of the primary shapes as support with the secondary shapes intersecting between the edge loops of the primary…
@jdellinger98 Overall you have the right idea: using instancing, mirroring and other modifiers will reduce the workload and speed up the modeling process. Try to maintain a consistent shape transition when working with intersecting geometry on curved surfaces. Using a single base model for the high poly and low poly. It is…
@navneethdodla94 When comparing modeling workflows for film and games there's some overlap but there's also some significant differences in the technical requirements for each. Within each industry there's also a range of acceptable quality levels. Much of this variance is based on how the models are used and what the…
@viqhaas Welcome to Polycount. Consider checking out the forum information and introduction thread. Overall it looks like you have a pretty good start with the base mesh and will just need to adjust the support loop routing on attempt 2. The vertical deformation in both attempts is caused by the support loops that run off…
@guitarguy00 Not a problem. That loop part starts out as a circle with a segment count that's matched to the area it will attach to. The back end of this part doesn't matter that much since it will be lost in the Boolean operation. Land the part between two of the vertical segments and use those segments as support loops.…