How do you guys think I should approach this. I'm doing a BioRifle Re-make from Unreal Tournament 3. You will notice I am doing a bit of a mix between Epic's concept and final Game ready BioRifle. I'm attempting to do the hardest part first, which is the body shown here. I have already tried to make cuts and stuff where I…
I'm working on this tire and unfortunately both sides have to be a little different from each in terms of the repeating depth on the tire. Anyways, that's not the issue...the issue is what I'm getting, and I know why I am. As you can see in this picture, I 'm not getting a nice rounded tire. Where the edges bunch up, it…
dude really? No beef at all, there are plenty of cases where this will work, in the case you delivered the context was not really clear, using double the polies madie it actually easier to get the proper shapes - so I don't see why it would be wrong talking about that. Thinking of this thing could be a piece of a first…
@Filip5 It sounds like the process and result you're describing is the spin tool or a curve / array modifier combination. The curve and array modifier workflow is more complex and wouldn't make sense unless there was repeating geometry in the field between the arch components. (If neither of these is the workflow you're…
@chopsuey Hey bud, this is the classic "cutting a hole in a cylinder" problem. I suggest you look through this thread for some learning, because this is just one method to do this. In short why you're getting stretchy no-no's is because you made an extrusion at the cylinder's established edge, and you are NOT allowed to…
@Elarionus A lot will depend on the available tool-set / plugins, preferred modeling operations and number of steps desired. Here's a few strategies for developing this shape with different tools. May need to mix and match to find something that fits your package and workflow. Definitely not the only way to do it so any…
Here are couple of ways you can optimize performance: * Instead of making duplicates of track pieces try to Duplicate Linked. Use Alt + D combination instead of Shift + D. When you use Duplicate Linked you are not making copies of mesh. Instead, you are using the same mesh in many objects. That should save you some RAM. *…
@AntBay If the manually placed edge loops need to wrap around the bottom of the shapes then the topology structure of the base mesh will need to be changed so it redirects the edge loop around all of the corners and down along the bottom edge. Below is an example of what this process could look like. Here's a simplified…
Lets take a quick look here, this was a very quick test to do, and i'll show a variety of results. First off, a nice proper sds model with uniform bevels on the edge. This is a simple mesh to create, and again like most issues in this thread, we just need to use enough geometry on the curve to get an accurate result. Link…
Not sure if the title is worded correctly, but here's my issue. I have a spline in the shape of flames from Illustrator that I need to use to create geometry to add onto a simple drumstick model. One of my restrictions is that I can't alter the original spline, except to help bend/wrap it around the cylinder. If I convert…