So I'm following Millenia's excellent shotgun tutorial, but with two small differences: I'm using modo not max and I'm making a TOZ-120 instead of the m37. I've done 90% of the high poly but I'm stuck on this one piece, the front wooden grip: I'm confused as to how I can get the inset area and have it cleanly taper down at…
Hi there, I recently watched Grant Warwick's Hardsurface Tutorials and did some practice pieces. Right now I try to get details onto a bent surface but I am getting pretty uggly stretching along the holes, what destroyes the surface. (yeh, Viewcube...) I know of the approach to model it flat and then bend the pice but that…
Thanks tynew, I was thinking I prolly needed to run that initial support edge coming fron the flat front inset down the vertical instead of running horizontal like I have mine now. I obviously just need more geo. Also, I try to stay all quad, but how important is it really if you have some tri's if we are just baking down…
@naman Resolving this type of smoothing artifact is a fairly common question and there's a number of different ways to approach the order of operations and topology routing. This thread has lots of great examples provided by the community so it's generally worth the time to have a quick look for how other artists have…
First off, fantastic thread everyone. Lots of good information in here, I can't believe its just now that I am reading it. So, for the past few days I've been trying to grow my highpoly skillset and for lack of a better word, its been uncomfortable. While I can handle a lot of shapes & forms, theres something I've yet to…
Thanks for your help guys! I always thought those really good artists could fix everything by only using the ring/connect tools. And that they (almost) never used triangles and ngons. I also thought they did that way because cutting everything manually is a lot more time consuming. But I think I thought wrong, didn't I?…
@FrankPolygon Thanks for take your time to answer! I think you gave more answers than questions I had :) ! I had an idea for your method (manual adjusting mesh) but my first tought was, that nobody do this way, .. but then I was wrong! I hope that I will find a little time, to try these modelling methods! I follow your…
Hey Perna, thanks for taking the time to do the step by step. I sort of get whats going on in the later half of the steps, but I'm having trouble grasping whats going on in the first 5-6 images. From what I can see you started off from the front profile. I can't tell if you used polygons or nurbs, because the top part…
I just can't understand - it seems you dismiss other methods as wrong, and pick up on silly things like Hurr durr, of course I collapse Subd, how else could I deliver 200 MB files?? You offend me sir! You're arguing, I'm arguing! :poly122: But anyway, I don't think you can simply follow some rules about using the stack and…
I'm sorry. I'm a non-professional and I have to agree with EQ's modality. If the model looks good and bakes good (and you're not needing full quads for sculpting) then why does it matter if there's a small pinch or your loops aren't perfect. And also, there's no need to follow an object 100% exact blueprints, especially if…