Hey all, need a bit of help, please. I'm using Max 2020 - I'm trying to model an adjustable clamp bit around the stock, and other parts, of this rifle. This is a high poly venture - that's why I would like to model this bit rather than add as a normal map. Right, so I've added some pics of what I mean and what I've tried.…
@IronLover64 To add to what's already been said: try to simplify the mesh by dissolving and merging some of the extra geometry. Straightening and rerouting the remaining loops into the existing geometry on the back strap should solve most of the smoothing issues. Flat surfaces that are properly supported are relatively…
@vakdlfjas Welcome to Polycount. Consider checking out the forum information and introduction thread. Placing support loops along the edges that make up the walls of a cylinder will causing pinching. The topology needs to be routed around the existing cylinder geometry so it doesn't interfere with the smoothing behavior at…
@IronLover64 You have the basic idea but the difference is that Wirrexx's cage mesh has support loops. Here's a breakdown of what happens to the shape when subdivision smoothing is applied: The basic shapes look fine on their own but when subdivision is applied the smoothing effect deforms the mesh and the shape melts…
Just to add a bit to what he said, the hardest bit I found on the cylinder i made for my Webley MK VI was the beveled portion on the end. I found it easier to describe both the edges that i could understand. Here is the part I had trouble with. So I tried to simplify the borders on either side of that, and then deal with…
Couldn't agree more. While I was learning I just dove into a project that I was no where near capable of executing well, and problem solving along the way. Take what you learned on the last project, apply it to the next, rinse and repeat. I've always found the best way to learn, for me at least, is by doing. Having hands…
Well much more important than realizing what you had is too little geometry, and 150 is too much geometry, is simply understanding how sub-d modeling works, so that you can simply use logic and choose the appropriate amount of geometry. You'll never be able to define cutouts on a curve when all you have is flat planes. You…
yeah i would use separate meshes, really, no need to keep a continuous mesh, esp when what you're trying to model is built up from separate different pieces. A quick way to go about this, would probably be to model out the rough shapes of all of your panels as planes basically, using your base shape as the constraint, and…
Hey guys! I've been trying to model a helmet lately (in Maya, no ZBrush) as practice for hard surface subd modeling as opposed to sculpt + retopo. However, I'm stuck trying to figure out how to best connect these different shapes with optimal topology while preserving the sharp insets in the visor as seen in the reference…
@FrankPolygon Ok so basically I just need to keep at it but you gave me hope! Sorry I couldn't edi my post to add references, polycount is very troublesome for me on Firefox idk why. I like your result it's pretty good, my particular cuban chain (didn't kjnow they were called like that, thanks!) has a strong dip and the…