@Yogifi Thank you. @tatertots Thank you for taking the time to follow up your initial question with a detailed explanation of what you tried and what you were looking to improve. Glad you found the posts helpful. Cylinder intersections is a good place to start and from there the v block project covers three different…
@G0056 There's a few different ways to approach modeling this shape but with most complex shape intersections it's best practice to block out the major forms and match the segment counts of the adjacent shapes so the intersecting geometry matches the base geometry reasonably well. How accurate this segment matching needs…
@iacdxb Start by blocking out the shapes to determine how many segments the arch will need to match the intersections with the vertical gussets. This dumpster looks like it's mostly welded plate and square tubing. The individual parts could be modeled separately or combined into simplified sub-assemblies. Since there's a…
I decided to try modelling an AR-18 lately because I think it looks badass, but I've had a lot more trouble with the handguard than I thought I would. Here's a picture of the gun in question: As you can see, the handguard appears somewhat triangular, not unlike that of an M16A1, but definitely not identical and I just…
@solitudevibes There's a couple of different ways to approach modeling a lighter hood. A direct approach would be to block out the major forms with a simple quad grid then subdivide to create the necessary support geometry for the holes. @wirrexx explains this modeling process, with a great visual example, in another…
@Deqa The edges on the model look a bit too sharp when compared to what's shown in the reference images. Though the fender is mostly flat surfaces, there are a number of angled transitions that are missing. Some of which are difficult to see. Gathering some higher quality references, with better lighting and more contrast,…
@lammer_228 Overall it looks like you have the right idea. Whether or not the shape is correct depends on what the model will be used for (hero prop, background prop, minor environment clutter, etc.) and whether or not the model needs to closely match the reference images. A lot depends on where the object will appear in…
@rudenko_je Welcome to Polycount. Consider checking out the forum information and introduction thread. This thread has a lot of great resources so it's probably worth taking some time to skim through the recent posts and look for examples of how other artists have solved similar problems on other shapes. A couple of posts…
@rogi92 Welcome to Polycount.Consider checking out the forum information and introduction thread. Pinching around shape intersections on cylinders is a common problem that's discussed a number of times in this thread. On the previous page there's an answer to a similar question and on page 177 there's another discussion…
@ApachEsH For general subdivision modeling: if a mesh holds its shape, is easy to work with and subdivides cleanly then it should be fine. One way to validate topology and mesh flow strategies is to test it out using subdivision preview and a reflective material. Rotate around the shape in the view port and look for…