It was pretty straight forward. Started with a 40 Sided Cylinder and deleted all but the top face. Extruded the border and deleted the center. Then I selected a fifth of the circle and deleted the rest. With the array function I then copied the reminder to make the circle whole again (this way I don't have to repeat every…
Grimm there is a problem with your approach, the surface is not perfectly round because of your topology. Put a high specular shader on that geometry and you will see the reflection breaks around the hole. In theory it shouldn't break at all then you know your cyclinder is perfect. A better approach is as follows: - Create…
You can even out vertices to one plane with scale tool by pressing J key then pulling affected axis in one direction and back. Under tool settings > scale settings you can set tool orientation, in this example I selected all the verts and set manipulator to "normal" orientation, but for some other scenario you may need to…
Hey guys, I'm currently modelling the barrel of a shotgun here is what I've got so far: This will be a game model so I will bake the high poly down to a low poly mesh but as it stands now the edge looks a bit soft because there is no loop running on the side where there is a highlighted face because as you guys know, it…
Hello again, yes perfect! I agree I did not pre-plan my layout enough. I was working of a very very high res side profile photo I took for reference, lining it up almost exactly. (posted below) but sadly I neglected getting a top down reference photo but that was okay in my head as I did have the real thing in my hand. (I…
This seems like a simple thing to do, but I am having some trouble finding a clean way to do it. I want this window piece on the helicopter door to be separate geometry for reasons. The model is a prop seen from a distance, so it can be pretty low poly. Still I want to get the rounded corners on this window. The obvious…
You're most of the way there, just a couple of further adjustments and done, anyhow regardless of technique a few points I think worthwhile keeping in mind: Firstly, since your reference is basically a flat - planar surface so instead of a traditional continuous poly strip subd method, I decided on terminating loops when…
You can make a box with 1 length, 3 width and 3 height segments. Before deleting middle faces inset them to give those edges some geometry. Then bridge the hole and choose one horizontal edge of the hole. Ring that edge to choose all horizontal edges and choose connect edges with 2 segments and 90+ pinch (depending how…
Here's something for you to laugh at. Working on this space cargo ship..thing and I'm having troubles with pinching and what not, small subtle things that annoy me. I'm mainly unsure how to go about certain things. It's meant to be rendered in the end, so I want it nice and detailed, so it should work for close-ups etc.…
Hi fellas! I've been screwing around with this model of my tomos' brakeshoes the last couple of days and I can't seem to get it quite right. Tried keeping it as quaded as i can I get these kinds of errors Also tried with a boolean But I get the same thing, I'm having trouble adding these details and keeping the curvature…