Hey guys, I've run into trouble of modelling pieces were a certain shape has to be extruded from the surface of a cylinder, like here: I'm modelling after reference (M83 grenade), so I'm trying to stick to original proportions as closely as possible. Am I approaching this wrong? Should I make cylinder more dense? I really…
Hey guys, I'm trying to make my first realistic model in maya, a plum. 1. Render (vray) and my viewport 2.0 are not similar, plum is more reddish in my viewport and I wanna make it like that in vray. The texture is made with few layered textures with noise as alpha channel. 2. How can I model and texture a realistic…
Not worth to do in a sculpting program like zbrush? hmmm in maya you can draw a curve on the surface of a mesh just by making it 'Live' then you can do your arrays ... OR you select an edge of the model that match that curve (seems to be good for your model) you make a curve out of this edge (dont know if Max has this…
That's easy, just model the pillar straight and then use a lattice/FFD modifier to slant them. It would be easier for you if you separated the horizontal beams from the pillar as well. I pretty much always try to build my highpoly objects as they would be in reality so if something's separate on the real thing it should be…
@acarmona88 this shape is basically a cylinder with rectangle intersections, here is some info on how to do these shapes: https://www.artstation.com/blogs/frankpolygon/o7Pg/sub-d-modeling-cylinder-and-rectangle-intersections-fillets the only difference is the rectangle intersection pushes inwards
Hi! I've modeled this control panel piece that needed to have some specific button placement. I managed to achieve a working result without any noticeable shading errors at the distance/target we are aiming for, but, while it works, Im not happy at all with how the topology turned out and was wondering how to improve upon…
@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 Automotive modeling is it's own specialist discipline but most of the basic principles of subdivision modeling are still relevant. @sacboi has provided some helpful guidance and links to some great write-ups about car modeling in a recent discussion. It's often helpful to block out the larger shapes first then…
@FrankPolygon Thanks for the links! I'm having a hard time since the model is from the client-premade 3D, so I decided not to remodel it, but I think I have to. Anyways, thanks!
What's a good approach to model this thing? Biggest issue for me is that the holes for the rockets arn't distributed evenly across the big outside cylinder and that there are so many close to each other.