Again, thank you @Perna. Most of these questions I ask are really simple, but I ask them anyway because sometimes these are just unproven perceptions, and a confirmation from a pro always seal the deal. Plus I always get to pick up some fun phrases like "Garbage in, garbage out." Like you said, not using bools and making…
@aregvan @guitarguy00 You're welcome. Glad it was helpful. Thank you to everyone else who posts questions and answers too. Relying on tools to generate geometry just means avoid doing unnecessary manual work when there's a tool or modifier that will do the job quicker and more accurately. Here's an example of manual work.…
Hi everyone, I'm new to 3D modeling and I'm testing some challenges ... I came across this object and I have no idea how to model it I use C4D and I would have thought I'd start from a slice disk, create some disks to make the buttonholes ... cut them in half and create points in the center to make a bridge ... but I'm…
I'm about to model a CZ 550 (rifle) I'm wondering about this part of the normal map right now: Should I photoshop this part of the normals map, or make it high poly and render the normals? There're a lot of things I don't know about 3d design, do you guys have a guide/website/book/other to recommend me? I'm currently…
thanks, I've already had this thought that model is alright (it's just a bunch of boxes, how can you mess it really?) but if I want it to work than I have to place it in the scene and work on materials more. Perhaps lowering glossiness will be enough. I greatly suffer from that syndrome when I have to work on something to…
Hello! I am learning 3D stuff. my low poly and bake are pretty bad, lol, but I was wondering if their is a way to make tubes coming out of the top part.. I know it'd probably involve the CV or EP curve tool, but idk how to make it like match up with the little ports on the top there. Any help would be appreciated :D side…
Your current level of complexity is far beyond what is needed at this stage in development. First you need to blockout the shapes before refining them. Eat3d is great but the models are different so it probably wouldn't help all that much. Just go around the model and block in all areas first then move edges, verts to…
Yeah blocking out the complex and detailed shapes first is a smart move and i'm finding that out right now. I'm also blocking out some partz very low res, like the 'cage' example you was talking about. Thanks for those tips. Also about the SubD list you put out. Is that to show how that geometry when subdivided is equal in…
@sacboi This is the n-gon approach: https://i.imgur.com/elH03ba.png result:https://i.imgur.com/G8rhYCt.png https://i.imgur.com/WMa7THW.png @FrankPolygon I tried your method but I still got pinching. But it got me thinking, I moved the edges to the extreme edges and welded them to the top/bottom while keeping a quad…
@mrjojo you moved on to adding support loops and bevels much too soon if you say you're having trouble. Also important to note that if an object looks to be separate in the concept, make sure it's separate in the model. Makes things easier to model, and easier to bake an ID mask later. Focus on clean modeling and good…