You can use Weighted Normals to fix that. You can also add some more geo, but i would go with Weighted normals, check it out: More info and script in here: http://www.bytehazard.com/articles/wnormals.html Cheers!
If you're going to bake it to a normal to use on a low poly model, I'd leave that part as a simple curved surface, and add the holes in photoshop. Otherwise, just... make loads of circles! And then with FFD3x3x3 pull the center to make the curve, and there you go.
Hi guys i am stuck making cylinder for my revolver i have no idead how to add holes to the cylinder for bullets while maintaining ok line flow just a little hint would be enough for me to do it
You are making things to complicate here... basically the trick is to add an extra fin border that no one will see. From here just duplicate array, also don't forget to match points at the end and at the start of the piece you duplicate-array...
here's my approach to this. Not the best way though. -get a quadball -flatten -delete loops and spherify -bevel center edges to get the shape -bevel related polys -add control loops -final spherify the outer polys -call it done
Manual alignment sucks. Avoid it when you can. Follow the lines and look for intersecting points. People are lazy so the angles of the intersecting lines are probably whole numbers and have some commonality. Start simple and work into the complexity. Avoid over complicating things. Lots of flat surfaces to hide tris and…
@karnaj if you're having issues with q chamfer being too tight you can either switch to standard chamfer or as a last resort add an edit poly above q chamfer and below your tsmooth and do some tweaks to relieve it.
Hi there, you were right, there's an option, you can split at half the extreme polygons on the hole, and then add divisions (I did to level 1) here´s what I have: With more divisions the model gets smoother. Hope it helps
Model it flat and use s bend tool. In this case (no pic for a while ). You model thr big shapes first. Add divisions. Build the middle shapes and if the mesh cannot divide smooth enough with the subdivision you have.try to divide it again.
After you have insetted, extruded and scale your model to you liking you may rotate it 45 degree in the viewport and switching to orthogrphic view and then have a look into the bisect tool.. after pinning all UVs a simple edge selection and mkae face (with thr F2 addon) will also add correspondending UVs.. now this…