u/Kirby_Roman

Image 1 — How do i model this with all of the angles?
Image 2 — How do i model this with all of the angles?

How do i model this with all of the angles?

I know how to make the holes, but theres another problem. the top of the entire handgaurd is angled up slightly, and the top row of holes follows that angle. However, the bottom row doesnt follow that angle and is completely flat, I cant figure out how to get all the angles in as well as the holes, help please.

u/Kirby_Roman — 4 days ago

How should i go about modeling this handgaurd?

this is my attempt at modeling it, and yes i know theres a trillion ngons (its because i was really tired when i made it, so i kinda gave up), but i want to know if im on the right track

u/Kirby_Roman — 5 days ago

its bad, especially the areas around the cutouts on the top. I did the bottom circular part separately, so i think the topology is fine there, but around the top fin lookin part it looks really bad, please help.

If i need to be super specific, i dont think all of the triangles and stuff is good for topology, right? it doesnt shade super strange but it just looks really messy and i know theres a more professional way to go about it

u/Kirby_Roman — 14 days ago

pretty much the title, how might i go about modeling this. the flat parts are straightforward enough, but the curves such as at the back, on the magwell, and on the buffer tube area are really getting me. ive done it on my own, but only got so far and would like to try again with your advice,

thank you people of blender help

u/Kirby_Roman — 15 days ago

(sorry if the image makes you mad mods, im probably walking on thin ice here)

basically the title, is it ok or should i take certain things into account?

u/Kirby_Roman — 16 days ago

In my world, the percent of the oxygen in the atmosphere is higher than earth, so how does this effect things? i know the basics like bigger fires, stronger muscles (maybe) and a couple other stuff, but how would this effect weapons like napalm or just plain old bullets?

asking becuase google can only give me so much, thanks!

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u/Kirby_Roman — 19 days ago

I can tell its bad because when i shade it smooth it is NOT smooth, and it also doesnt look the cleanest. but as far as i can tell i did the topology right this time. its all quads and theres not any n-gons (i think)

please tell me what i did wrong and how to avoid this in the future

u/Kirby_Roman — 19 days ago

here the STANAG mag is the "textured" one, and the AK mag is the "flat" one. do the ridges in the STANAG magazine offer anything? is there any point of making the magazine other than flat?

u/Kirby_Roman — 21 days ago

I ask because i wonder if the point is to apply it at the end or just to have it always on, is that why people are like "dont use creases because they dont export." is that because the goal is to export whatever im making WITH subD?

im asking because people tell me to learn instead of ask a bunch of questions, but i cant seem to find any answers to this question in particular

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u/Kirby_Roman — 22 days ago

it doesnt seem like its causing too many problems with the mesh or shading, but ive heard its good to not have poles, so how do i get rid of it?

u/Kirby_Roman — 25 days ago