Hey, so you do not model in triangles (models get triangulated in game engine on import or you can do it manually but never model in triangles) for characters you need to study anatomy and topology flow on areas that gets animated. Example face: notice how lips and eyes area have circular flow as these get deformed.
Thank you, and "my trials" were basically shoving a cylinder in a box with boolean and then deleting the whole thing lol. but next time i will take a picture before rage quitting.
Let’s apply it right away. Looking at the game assets, the barrel mesh was made with a 24-sided cylinder, so I tried using a 24-sided shape. My eyesight is bad today, so I guess I'll have to stop work. The floaters are very visible. I'm so lucky to have this community and kind people like you.
Thank you! that's really good, i will have a look at the zip file and i will try and make my own based on your work and okidoki's work. i will post it here when i'm done.
just eliminate the lines you dont need and have an ngon or tri there. It's fine. Merge a couple of those edges together to have a more "evenly" divided flow
What is the purpose of your model, what end use will it have (video game/render?)? If you model it for a video game I would add those in as floating geometry if it's not a for a first person shooter. If you don't want floating geometry, you can use a boolean for the forward assist. You can also use booleans for the brass…