You can use boolean. Step by step in Blender: Bevel the edges > duplicate the triangle and separate to new obj > origin triangle to corner (use 3d Cursor is ok also) > rotate and scale triangle > solid and finally boolean with cube… Notice here when you rotate, use transform orientations by normal (create new custom if u…
@montressor this is what I came out with: Not the cleanest but I think this should be the approach. I started with an cylinder, transformed it until it fits the outer shape. Than I used a little spline (because I like splines xD) for the inner bended cylinder shape. Pro-Boolean for subtraction and than just putting in…
Yeah, for sure. Just for the sake of "rapid prototyping" (For lack of a better term) it seems super useful. I always feel foolish when I think about not taking more advantage of the stack. Out of curiosity, on a concept driven model, how do your stacks usually end up? Do you ever run into baking issues if you have a…
@BladeSharpe Just a quick mention I forgot to add in my post above. So when required if moving selected loop cuts during the course of manually editing a mesh and object faces are explicitly non conformed too a given axis plus also importantly, to maintain uniform edge spacing, I'd also utilised Blender's - special menu…
3ds Max 2010 I am trying to model this armour with tank or Stealth-bomber like plates (e.g. to bounce bullets of). I modeled the single plates now but can't find a way to align them to each other. I tried to set the transform constraint to "normal" (so the single verticies only move along the Y axis) and to "rotate" the…
Hey, there's some objects that I'd like to know how you usually model it? Sometime creating such sub-d objects not rely in making evenly-sharp hardedge but also transition between surfaces and the way buildup base one. 1. A vase with triangular top face, circular middle section, and square bottom face. 2. A shape transform…
^ Initially when blocking out a vehicular biased model, using tri's and ngons are fine in specific regions of the mesh but I'd caution against random placement without I assume, taking into account further likely reedits once subdivisions (smoothing) is applied, namely either maintaining hard edges or testing crease…
If you're able, can you please post shaded with wireframe screencaps of what you currently have? As one possible alternative to define displacement detail using a base mesh, sculpting complex surface variation would certainly capture an intended result however I think at this stage, will hinder more than be in anyway…
You already have the shape you need already i'd say, it's just flat. Grab the edgeloops that run along either the top or bottom of the spiral shape and scale them either in or out and that should do it? An easier way still would just be adding 1 edgeloop in the middle and scaling that out. Moving any of the scaled loops up…
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.…