@ronigeva Looks like the intersecting geometry falls directly on top of the cylinder wall edge segments and this is causing deformation when subdivision is applied. Placing intersecting geometry between the existing cylinder wall segments will allow the existing geometry to act as support (which provides room for…
@Brick Top - This was done very quickly(rusted) with no blueprint so its incredibly inaccurate!!!(its crap basically :P so i shouldn't really be giving you any advice but i will anyway :poly142: :P) So once again you have abit too much geometry where some areas have way too much, but it is a good improvement. Here's what i…
Okay. That quote is like 3 human years (and thus 759 yak-sandwich years) old. But I'm reading through the thread from the beginning SO THERE. As a gamer and non-3D guy, I wish more game assets failed to attain proper geometric proportions. THe most interesting thing to me about this photograph is the red text. I'm sure My…
@GCMP: I prefer make it myself since I join this more as a hobbyist than a guy who request for model. (: If I can't reproduce it your way, I'll ask again :p BTW, I didn't make hipoly boolean, I make boolean for (little) 8 sides and (big) 32 sides cylinder.Consider they have suitable segments between their size... Then fix…
Nope. I understand I'm limiting myself by not utilizing all the tools max has to offer, but I prefer not to work with a stack on models. Aside from mesh smooth and symmetry from time to time (I usually collapse the sym). I use modifiers constantly through out the process of modeling but I've never found it very useful to…
Here's another one from the same shotgun that I haven't got to yet but I know I'll have trouble with if I try to do it as accurately as possible: The silver bit at the right, I believe it's called a loading gate. It's quite a strange shape with some challenging features. Let's say you manage to create the flat outline…
@LilacGear Welcome to polycount. A few post above there's a couple of discussions about adding or subtracting shapes from cylinders and curved surfaces and back on page 168 there's a little write up that covers working with a similar shapes on a curved surface. The principles covered in these discussions are the same that…
@sandrokaza There's a couple of detailed write-ups for similar shapes on the previous page of this thread. The basic idea is to use the existing geometry as support loops by placing the intersecting geometry between the existing edge segments on the cylinder walls. There's more than one way to approach modeling this so the…
@guitarguy00 Reducing the segment count to the minimum amount of geometry required to hold a shape and maintain edge flow is a good strategy for subdivision modeling. The base geometry looks good. You have the basic shapes and loops working together. Definitely on the right track. The distortion between the two outlets can…
@Stoicx93 Welcome to Polycount. Consider checking out the forum information and introduction thread. Adding parallel support loops down the middle of the guitar body will sharpen the inside corner of the recessed surface but will likely produce a smoothing artifact on the outside curve. There's a couple of different ways…