Moreso than going over in painstaking detail and giving you crits, as I feel that you can do that on your own by studying your ref, I'de like to give you a few bits of advice. 1. Block out your shapes with simple, clean geometry before getting too heavy with your supporting loops and such. I know this can be difficult to…
Do you mean apply symmetry, and collapse the stack to make it one object? e.g. on the handle and body Sorry I meant symmetry, I know they are not interchangeable my apologies. Part of the reason I was hesitant to remove the loops around the grips is because my first pass at the low poly body was so low on tri count you…
Yes, that is the basic idea. I'm going to bring back some stuff all the way from page one, because you're still essentially making the same mistakes here. You seem absolutely determined to model a cylindrical shape, using any and all means except starting from a.... cylinder. What you've got here now is just a mess, so I…
You can see it clearly here with the old bake: And in the new bake it is improved. What does the geometry on the back of the silencer look like? If the cap is deleted there, you only need a bevel/loop on the front(I say this because the first bake only had skewing towards the front). Also yeah, your silencer isn't round, I…
The grips look much better now. That bottom uv is exactly what I mean by excessively welding stuff together, you have that bottom quad sticking way out in the layout, and it will make it a pain in the ass to pack. In this case, that quad should have been welded to the bottom, not the side anyway. I have to say I'm pretty…
WIP, Right direction? thumbs up or thumbs down? I dont want to trouble you with a paintover or anything. A. This part can look flush depending on the reference, but I have several that show that these parts do not appear flush, but all of them have some perspective distortion on them as well so take this with a grain of…
The p90 savage hunter is actually an airsoft gun that has been fitted with extra rails and an m4 mag. It looks interesting and challenging, and I have not modeled many guns so I figured I would give this a go. Second subD model. First time to create a LP, bake, unwrap, or texture. Here is a WIP so far of the handle. I…
Well, unless the model is going into unreal or something, which has fucked tangent bias, then you will want to avoid excessively stitching UVs. However this is a choice that should always be made depending on where the asset is ending up. If you're going to display it in the viewport, with a quality shader that has synced…
Thanks for the indepth replies. Just trying to correct one problem at a time for now, for now that is the skewing. I added control loops on both ends of the cylinder as it shows in the normals tutorial by EQ, yet I dont see much of an improvement if any.
this is how I do bent floaters, I bend the "matching" geo, by hand generally, but leave the inset geo alone, otherwise it gets warped. (the top one is the good one, bottom two are showing "bad" methods). PS: I bend, then add supporting loops after.