Let’s apply it right away. Looking at the game assets, the barrel mesh was made with a 24-sided cylinder, so I tried using a 24-sided shape. My eyesight is bad today, so I guess I'll have to stop work. The floaters are very visible. I'm so lucky to have this community and kind people like you.
@@wirrexx oh my god. It's amazing how simple it was. I think my decision to try to solve the problem with a 24-sided cylinder was foolish. It seems like the story will end if you create a low polygon with a 24-sided cylinder of the same size and a high polygon with a 48-sided cylinder. But I have one more question. Did you…
Hey guys, I need some help modeling the pockets on a pair of pants. Ive tried several iterations but i cant seem to get it right. If anyone can help id appreciate it. The pants pocket should connect to the seam that runs along the sides of the pants. (I noticed this after my attempt so please forgive me with that).…
Yes sorry, what I mean to say is *you can't use too many sides*, and if you use enough sides, you can get the appropriate sharpness. Not to say sides do not matter to the model.
You need to increase the number of sides for the object so that it can support the details without pinching. Increase the number of sides so that each side is around the same size as the support loops that you have now and it won't pinch any more. :)
try adding an edge loop horizontally to remove that 5 sided poly on the left hand side... then re post what you get. Correction: I can see two next to each other, the gizmo's y-axis is pointing to them. there will probably be two more on the opposite side
Hi guys. I'm having an issue with the shape below. Like you can see in the reference images it's the area of the moped where the engine sits (on it's right side). I'm trying to find the best lineflow for left side and the right side. The linflow of the right side later also needs to support the hatch (which in turn will…
Instead of using a 12 sided cylinder for that shape there, use a 36 or 48 sided cylinder. This will even out the poly distribution a bit more and allow that curve to happen even when subdivided.