Hey everyone. I am modeling the "Sting" sword, which often appered in the Hobbit and Lord of the Rings saga. But I have no idea how to model the uper end. After several attempt I end up with this unsatisfying result. Do you have any tips?
I guess thats one mistake that happens most of the people here. Try to create a object with many seperate parts. This may give you more objects but the modelling gets easier. Think of the scope as a real object. The ring would be turnable, so there is no need to model it as one object.
Ahoburg, this thread is dedicated to solving issues with subdivision modeling, the topology and edge flow, etc. Not so much for basic modeling techniques. That said, you're making this too complicated. Scale a cylinder inwards a bit, use Poke Face for the top/bottom ring, and scale those vertices out.
Hey, Here is an image with the problem area I am having. I blocked in the shape, as you can tell the shape is a bit more complicated. I have a good start on the long thin metal part and I am done with the pin/ring. Just having trouble with this area (highlighted in red). - D. Carmine
- hand placing is the problem because there is a certain pattern that i can't figure out, there is no blueprint, i have one like it at home but i'm not a mathematician, i don't know how to calculate angles lol it looks intuitive but it's not, like the degrees from one hole to another between each ring, varies, i don't…
That's quite simple actually,image below. Basically you create a bunch of circular splines with interpolation set to 1 step and you place them by dividing 360° by the numer of circles for each ring,then you do the math for the outer big ring,in this case is 8 steps, and then you convert the big ring to editable poly while…
Sorry, my post should have been more specific. I'm trying to figure out the fastest way of creating the little dimples or indentations around each screw. The screw itself should be pretty easy for me to model. But I think the little detail around it, as shown in the concept art, really adds to the realism. Such as the…
Thanks Rufuss. I did try that but this adds more loops that will be running across the whole object and I am trying to find way to do this without having too many lopps going around. They might be a way to terminate them extra loops just after the second ring but I have not found a successful way to do it yet. Thanks for…
Thank you so much, alot of great information here. Would you ever recommend using Set-Flow/Edge-Flow to try and minimize any distortions in the sphere? Or does it usually fail because you are messing around with the even spacing of the native sphere? Also, i find it very strange that in 3DS Max, I can only adjust the…
What about capping a dome then? My end result of these still has a slightly visible ring on it. This was a section of a polysphere attached in and scaled to fit the curvature. Is there a better way of achieving this result? Like a soft selection to get the curve? Edit: also for Colddeez you can select quads, tris or ngons…