can anyone give a little advice with a curiousity i've been having. what would you do, how should the topology flow in order to get a clean set of ridges like these? i built the gun once already with god awful topology (ugly creasing errors galore) and now i'm going at it again with a few months of knowledge under my belt.…
@NodrawNT More subdivisions for a tighter edge, and split the meshes entirely so it isn't one contiguous piece - this is how you'll get the sharper edges as well, since it likely is a separate piece anyway.
wow @FrankPolygon you really are something! I was reading the articles and seen how you helped people, we need more people like you on this earth!!! Keep being amazing. Thankyou!
I thought it was in this thread but wasn't there a nifty little jpg tutorial on modeling on curves using a modifier in max? I think it was like a shoulder armor or something.. now i can't find it. :D
Perna, I'm speechless. May I ask how you approach modelling in a scenario like this? What was your process? Sorry for the standard questions, I'm still trying to digest your example.
With mutiple rings moving inwards like that you can optimize as you get away from the edge as well. So 24 on the outer ring reduces to 12 in the middle reduces to 6 in the center ...
Looks like you did alright? Just way too much of an indent, in the ref its barely going in. Probably simpler and cleaner to just make all those indents a floater though
:poly127: (what i imagine perna's face looks like reading your post lol) Watch his video of cylinder segment matching. It's linked only a few posts above yours.
For the bottom one i would prob use ndo2. The top one looks easy enough, just extract a part of the geo then do a inward extrude like you would on a flat surface?