fuck, you'r not using zbrush right? so to model this shape in most 3d app i would duplicate the mesh and do boolean with it, then do some cleanup and mirror it :)
Here you go. The articles explaining segment matching: https://www.artstation.com/blogs/frankpolygon/e72b/sub-d-modeling-cylinder-to-cylinder-intersections https://polycount.com/discussion/comment/2772692/#Comment_2772692 https://polycount.com/discussion/comment/2772248/#Comment_2772248
@MaX_On Specifically! wrong place to ask on a subd modeling dedicated thread. ....but as always google is definitely your friend : https://www.google.com/search?client=firefox-b-d&q=game+asset+creation+tutorials or alternatively innovative game prop pipeline, implementing CAD -> Rounded Edge Shader therefore by-passing…
Could you please share your solution? I'm really curious. I'm learning 3D and yesterday I saw your post and tried to model myself the piece you had problems with and I also found it very tricky. Here is what I come up with: What do you think about this solution? Maybe you found a better one? I would appreciate it if you…
Hello there. I am trying to model the FLIR camera of a seahawk helicopter. But i have problems with pitching and pretty much bad topology. The objective is to model this cylinder with all the flat cuts from these refrence images https://imgur.com/a/WkZprs6 And here is my attempt at doing it. As you can see when i apply…
How do I model the disk part as well as the screens? Since this mesh has an odd number of screens, I had to make a 14 sided cylinder in blender, keep two of the 14 faces, extrude the screens, and duplicate and rotate the faces 7 times. I want to add a bevel to the mesh because importing this mesh to 3D Coat for sculpting…
Thank you timotronprime for answering and I have one more question about modeling, in maya im currently modeling a robot arm and a lot of his parts are using around cylinders. I want to get rid of this small bump that it creates when im trying to add edge loops so when I smooth it later it doesn't have it, I just want my…
@Sodamntrue That was spot on, the center being rounded was one of the major issues I ran into, thank you! Sorry for being so vague,this is what I have so far. Is the topology stretching going to be a problem later on when baking or texturing? The other issue I have is modeling the bottom portion, where the railing curves…
Just wanted to contribute to the thread and also see if I can get some crits :) What I did to get this cello body is as follows: 1. model the body 2. model the hole as a poly strip and move the vertices onto the body surface using surface snapping 3. refine the body with one level of subdivision applied and delete the…
That's the expected behavior of the inset tool. You are going to have to get in there and actually collapse the verts manually if you want to use this workflow. Not the best choice for that grip. Instead I would model out the planar shapes of the gun head on instead of their outline and try to stick with quads with and…