This is going to end up being a game model. And near the buffer tube, There is a horizontal annotation line which I have added, I wanted to achieve that form change where there is "bulge" flowing all the way up to the cylinderical shape near the buffer tube. I'm not sure how I can achieve that without using some boolean…
between some cut tool with edge/vert snapping on deleting and welding it shouldn't be too hard. Is there a specific problem your having? You'll basically want to cut the lower tube where the upper tube's edges intersect, Then bridge/weld the upper to the cut hole on the lower....>if that makes sense :)
Hello! I am learning 3D stuff. my low poly and bake are pretty bad, lol, but I was wondering if their is a way to make tubes coming out of the top part.. I know it'd probably involve the CV or EP curve tool, but idk how to make it like match up with the little ports on the top there. Any help would be appreciated :D side…
That makes a lot of sense then, but then lets say, for example, my post with the two intersecting tubes, if I made one 8 sides, and one 6 I could then mix them with no problem, if that a correct example?
Easy way to get a perfect fit (Maya): 1 - Select the edge loop of your "port". 2 - Go to Modify > Convert > Polygon Edges to Curve 3 - Create your tube CV and snap to the middle of your "port" curve. 4 - Select the "port" curve THEN the tube CV. 5 - Go to Surfaces > Extrude. 6 - Dance. (Very Important) EXTRA: If you are…
with bulge do you mean that the area where the buffer tube goes on the receiver, is thicker and circular than the base of the receiver itself? You have split the upper and lower receiver apart, into two seperate models/pieces. So than you should more easily add more lines without adding too many triangles. What exactly is…
Ahh, I just figure it out... The Shell modifier can make it faster. Make tubes connect outside. And remove all circle faces, then apply Shell. But I notice Shell make out unparallel edges. Then have fix to it with MakePlanar for selected vertices.
I've a question about sub-d modeling 2 intersection tubes (contains hole, not solid cylinder). (I saw in another page, EQ or someone give tip for solid cylinder but not inside). A proper/clean way to make it? How. I manage to make it but takes some time to manually slide, cut some faces and weld/collapse vertices (and…
What is the purpose of your model, what end use will it have (video game/render?)? If you model it for a video game I would add those in as floating geometry if it's not a for a first person shooter. If you don't want floating geometry, you can use a boolean for the forward assist. You can also use booleans for the brass…