It's not so different from what you described your "usual workflow".. model it step by step.. you might have look at this to study the topology: https://sketchfab.com/3d-models/free-193839-vairogs-v2-new-version-e3a9b187643c4bbb84c485b1dd2a53a3 ..IDK if this is already to "highpoly" for what you want/need. So for a more…
Hello, not sure how this forum works so pardon me if I wrote this incorrectly. I´m a Fallout 3/NV 3D "artist" (at least thats what they call me). I do this for 6 years now, mostly buildings and interiors but sometimes I do cars (simpler cars). Thats where my question comes in. I am having a problem with the kind of cars…
can somebody please tell me how to add more than 10 edge loops in maya? the insert edge loop tool only lets me go up to 10 and i want 19 :S [ame] http://www.youtube.com/watch?v=b3LdMAqUMnM[/ame] i miss you max
Yeah for vehicles as an example I'd learnt a lot from Karol Miklas of PUGBG makes his stuff with Blender after switching 16yrs ago, could even download one of the freebees to inspect his workflow - 1972 Datsun GT
@SV_ TTs was originally written for 3ds Max, so the smooth by islands script basically replicates afaik behavior ironically enough, of Max internal Smoothing Groups assignment operation. https://help.autodesk.com/view/3DSMAX/2024/ENU/?guid=GUID-1244162D-A063-486C-BD9B-168466F6488B…
All good glad to help out and nah I'm on 3.5 atm won't update, unless I have too :p And yeah, probably best to download Textools 1.5v zip for Blender (...btw it's the one I'd used) over at github, just ensure you uninstall whatever default TTs first before installing the current addon version, as per usual. EDIT: Latest…
Hi guys i wanted to challenge myself and i finally picked a gun that has complex grip. Before that i was making guns with very simple grips like makarov pistol and 1911. So the question is how do i tackle this thing? I made the top part in fusion 360 without any problems but when the time came for the grip i could not…
Hey Guys, looking for input from the 3ds max experts here. I've modeled this car rim but it took me around 4 hours manually. I feel like something this repetitive in shape could be entirely done in the modifier stack with parametric tools in much less time right? More specifically the gold rim section. Defining the base…
Looking for some advice: Trying to model up a barrel jacket for a Browning 1919. I've tried the method described in Grant Warwick's "Inorganic Modeling" videos on Area, but the holes he models in a fairly small. I've also tried cutting in the holes on a plane and then bending it, but had the same result. As you can see…