Am I the only one who collapses the stack regularly to keep things neat and "final", especially if I am finished working with whatever model I had been working on? What does it matter if you used an edit poly modifier 2 or 3 times to get the result you want if you wind up just collapsing the stack anyway? Sure there are…
Is there no way to keep the mesh with this geometry, but add an edgeloop/some sort of geometry manipulation in the corners to keep them creased without artifacts? Edit: I tried it, and as I thought, when there are edge loops too close to one another in a curved surface, it'll have a slight crease all along the edge loop...…
@perna @"Pedro Amorim" thanks for your replies. indeed sometimes something quite simple is sitting right in front of you , I had to look at it upside down :-). anyways, made first progess by working with a rotated sphere, the using extrude on some of the isolines to create the "holes"/slats. However, still looking at a few…
I gave up for now on trying to finish the exact details of the shotgun I was working on and decided to move onto some other guns to keep practicing and improving. I think I learned a lot and made some decent models, but I decided to move onto something else that wasn't a gun. I chose a C-17 Globemaster cargo plane. Figured…
It kind of depends on what the high poly will be used for. Creating normal maps, or just to do some high poly work? If its just high poly, you can do whatever looks good, allows you to work efficiently (not optimizing every last tri) and as long as it doesn't chug your system you're fine =) I don't see anything wrong with…
I thought this workflow might help some of you. This is one of my favorite workflows for creating certain hard surface parts is using a little workflow called "Pattern Creation & Deformers" Let’s model the magazine of a machine gun with the following workflow: 1) Break down the model into a repetable pattern, so the bulk…
@Brick Top - This was done very quickly(rusted) with no blueprint so its incredibly inaccurate!!!(its crap basically :P so i shouldn't really be giving you any advice but i will anyway :poly142: :P) So once again you have abit too much geometry where some areas have way too much, but it is a good improvement. Here's what i…
I'm trying to model this chain in Blender and I can't find any good way to do it. It's mirrored both on the X and Z axis (Z is up in Blender) but flipped, so I can't use a standard mirror modifier. You can do it with an Array modifier but it's really funky, you can't reliably move points that are mirrored so it's a pain in…
Nice break down. Couple things: 1. That orange highlighter look is baller. Totally going to steal that :D 2. If you wanted more geo on your LP than your version of the cage has atm, how would you go about adding that back in? Would you recreate the entire length of the optic housing? It's not difficult. In my mind though,…
Ok so i ended up modeling a similar thing last night, and i'll explain a little what u did. I started off with a cylinder that was 36 sided I added some cuts in at one end to retain the shape of the curve Then i removed every 4 edges, leaving 2 inbetween. This becomes the basis for your flat areas. After you have this, its…