Hey irreal, its only a matter of adding more geometry really : didnt even bother with right proportions etc, but i think its ok to show what i mean :) obj : http://johnyontehspot.com/johny/shape_irreal.obj
Just looking for some general pointers here, how would you guys recommend approaching the blockout for the body shape of a jet, such as a harrier? Cylinder, spline etc. I know I dont want to manually shape it with plane extrudes.
@Kerotronic This thread is mainly for 3D artists who are struggling with MODELING shapes etc. not Animation. Please read the thread title. :) If you're looking for Animation threads try visiting this link : "http://wiki.polycount.com/wiki/Animation" and look for tutorials you see fit.
Sorry about that, it's actually not 500k ( i mean a scene i'm working on). The problem mesh cage is 60K tris. And i usually do the support edges by myself (with knife tool and etc), didn't know there is a proper way to do it, gotta look it up immediately.
I just wanted to learn how to form shapes together using Boolean. Recently I've seen all sorts on here like scoops etc made extremely quickly. I've always avoided using Booleans and didn't realise they could be so handy.
@"Eric Chadwick" There's also How u model dem shapes (Image Ripped). There's some really nice stuff in here as well. Even full projects (tanks, guns, etc!) http://polycount.com/discussion/157205/how-u-model-dem-shapes-image-ripped
Damn, I can't believe there's no "Beginners resources" thread around here, with links to tutorial sites etc. As a beginner that was really frustrating for me as I never really knew what to look for to learn specific things. Would be pretty cool to have it gathered in one single thread.
Yeah.. no. I this is a result of moving both rails rotating the one or the other sometimes both. I also tried playing with the banking inside the cloner. It just won't work, I even tried with different types of splines ( bezier etc...) Posting here was my last resort.
How to connect it properly in my HP model? I've tried various ways but there is always some shading problems (surface is not smooth, there are little bumps etc.). When I add more horizontal edges to those vertices inside this big n-gon my cylinder is no round anymore.
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.