@cheesy_bean_900 Hi there, welcome to Polycount and before posting it's always useful to familiarize oneself with certain guidelines/rules which by the way are listed on page 1 of this thread, not only for community cohesion but also invaluable for others to consider, then perhaps in turn share potential solutions or offer…
@KungFuCactus in addition to the above advice offered thus far, another technique that'll achieve the Knurling pattern non-destructively on the hammer is by utilising Blender's modifier stack using the addon Speedflow. https://twitter.com/pitiwazou https://twitter.com/pitiwazou/status/1111389590785417216/video/1 ...also in…
@Whoolkan Yeah this stuff is always a pain. If you just want a tube, my quick-tip for this is to apply a paintFX basic brush to the profile, then go to Modify-> Convert->PaintFX to Geometry (Go into the settings and disable triangulate/non-quads) You could also try the Create Tube tools in Bonus tools. One favorite way I…
You're welcome glad to help plus correct! re-routing geometry typically enables minimal effect upon adjacent topology throughout the iterative process. Put simply, for example's sake in terms of triangulation. A 'high flow' or high too low poly mesh projection technique when creating an asset to be potentially rendered out…
Quickish tutorial on how to make some chainmail/chainlink to wrap around pipes and other objects. First step - Right click snaps toggle button and make these settings in the snaps and user grids tabs, when finished activate snaps... Second step - Go to the front viewport, then on the create panel, select helpers and…
hello! I'm having trouble trying to figure out a way to model the hair on my character. It's in a rather cartoony style, so I'm opting to go for a solid hair style instead of strips. However, i don't know how i am going to do edge loops for it and enable myself to add perhaps more "tendrils" of hair asymmetrically. Here's…
@SignalFlare07 Glad the write-up was helpful. The lofted shape on the back of the receiver can be created with basic subdivision or with a series of bevel operations. Here's what the subdivision approach could look like. Start with a basic cage mesh and refine the shape with subdivision preview enabled. Adjust the…
"I agree to this, but something that i disagree with, is with all the people from this thread that send`s new guys who dont know all the techniques to study the whole fkin thread." I think its common sense when you have a huge thread that is PRECISELY about what you have problems with to at least research it a bit ?…
@Varravik it's worth keeping in mind ZacD had shared his solution to enable 'joining' two separate objects modeled with varying number of edge segments, basically faking a smooth transition using 'floaters' (floating geometry) in order to bake detail without generating errors from a high poly mesh too low poly proxy, then…
Hello, welcome to the awesome world of Subdivision Hard Surface modeling :) Starting out nowadays the amount of available online resource can be a confusing grind to sift through so to make the process a tad easier, here's some pointers I've managed too pickup along the way. So regardless of complexity beginning with as…