Hello! I am modeling a tunnel that has an expansion in one section. How can I better distribute the edges? As you can see in the image, after extruding from the cylinder, many edges are concentrated at the top. Does anyone have any ideas on how to fix this or do this properly? Thank you in advance!
step by step, oooh baby! always start with a simple shape, as simple as you can. Less vertices to work with, less hassle. reworked the simple "squares" to be more round and fit the concept better added edge between those shapes, so i can seperate them and work with only that part. here you can see that i am only working…
Hello everyone, I'm new to modeling and decided to model this mechanical arm for practice, but i'm stuck at the "palm" area, i managed to do it with boolean and dirty topology but i can't do it with clean topology and using subd (which is what i'm trying to practice), my goal is to make this mechanical arm deform well…
Hello everyone, I am trying to boolean that little detail piece, but as you can see the density on the ledge is much more denser than the base. If I delete some edge loops from the ledge it will lose its half-cylinder curvature. How would you solve this ? :) Thanks in advance !
with bulge do you mean that the area where the buffer tube goes on the receiver, is thicker and circular than the base of the receiver itself? You have split the upper and lower receiver apart, into two seperate models/pieces. So than you should more easily add more lines without adding too many triangles. What exactly is…
Thank you for this. Im gonna have to reapply all the booleans and connect them properly first. Also, do you use blender 4.0? i think my tex tools is outdated
check if you can find the artist who did it for Call Of Duty, you can break it down better this way. I did a fast one to test it out. But you could do better. added the blender file for you to check