Hi Guys, im trying to model this very simple object but turns out to be not as simple as it seems to me. Basically i am interested in the parts where the cylinder and the sphere meet. initially i tried with boolean to union them together and mannually clean up the topology and that's where i had most headache first few…
I was trying to model the following object and ran into some issues when it came to the transition from one shape to another. I've tried extending the rectangular shape's border, spherifying it and lowering down to create the rising curvature but that introduced lots of distortion. I also tried booleans but it kept…
@Maya2025 It depends on a lot of things. Does the shape need to maintain those flat segments? Does the shape need to be completely round? Does the shape need to be made in zBrush? In a standard modeling package I'd try something like this: Start with a base shape. Cut in some edge loops. Create a single repeating part,…
@Klawd I gave it a shot, and that asymmetrical extrusion was indeed confusing. The solution would've been quickly apparent if there were any front view references online, but I couldn't find any for this object (Kriss Vector M4 Stock Adapter). I think it worked out okay besides the manual loop scaling in order to connect a…
Agreed. There's no reason to not use a deformer or nurbs in a sub-d workflow if those are the best tools for the job. Its like your a lumberjack not using a chainsaw because its not "pure lumberjacking" or something. However, if you're asking how to do it in a program that doesn't support deformers or whatnot. I'd say make…
Hi guys, been banging my head against the wall for several hours today (total newb, this is the most complex thing I've modeled yet) How would you guys go about modeling this shape? I've created a cylinder, and used a boolean subtraction using rectangles to cut out the empty space. This model will be used for a lot of…
Yeah why not? Use a reference cylinder and match it if you want. Whatever gets you there. As for that protective cap, you can totes use a sphere for it, but squash it first as it's not spherical... more like a zeppelin shape. Get good refs, study them and follow them. Nail the large shapes first, then do the details. Make…
Thanks Danielmn for spending time to help, it's another way to approach. I'll keep some steps to apply in another model which more complicated. This one I think previous way is fine. sebas, I think in ur example, quad in quad and subdiv at least level3 to make it smooth. (>10500 faces). Another hand, 8sides in quad just…
Yes, exactly!, some examples of how to practically use modifiers in Sub-d would help immensely. I understand what you mean by saying the quote above, but specific examples where you used it to create the specific shape you created, like EQ has done, would be great! And it would show where people such as yourself have used…
Well actually that does technically work... I was just curious. I've been trying a new approach to teaching myself. Instead of trying to make things and objects, I've been focusing on ways to make various shapes or things I would encounter. So for instance, I spent a night trying to figure out proper ways to cap cylinders.…