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/3/ - 3DCG


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File: 391 KB, 1440x900, smg_help.jpg [View same] [iqdb] [saucenao] [google]
366984 No.366984 [Reply] [Original]

So I'm just trying to copy the model of the smg from tf2. I'm basically new to Blender and I'm just trying to get this down. I tried looking up tutorials to see if it would help me, but none of them did. Thanks /3/

>> No.366989

Give me your skype, I'll help you.

>> No.366997

>>366989
Darthballsbong
I'm heading out for a little while right now, but I'll be on in a bit

>> No.366999
File: 10 KB, 236x285, bale botox.jpg [View same] [iqdb] [saucenao] [google]
366999

>>366997
> Darthballsbong

>> No.367002

>>366984
>blender

>> No.367006

put loop cuts by where you want it to harden

>> No.367031
File: 1.41 MB, 916x544, 1369849115101.gif [View same] [iqdb] [saucenao] [google]
367031

>>366999
Nice trips.

>>366984
What do you mean how?
Extrude a box and move the vertices around until one side begins to look like a curve.

>> No.367042

>>366984
make a cylinder and then model curve based on cylinder.

>> No.367043
File: 80 KB, 1125x818, magiccunt-66.jpg [View same] [iqdb] [saucenao] [google]
367043

>> No.367077
File: 18 KB, 628x436, topolelgy.png [View same] [iqdb] [saucenao] [google]
367077

>>367043
>that topology
You can do better.

>>367042
this nigga knows what's up

>> No.367090
File: 467 KB, 1920x1080, do this shit nigga.png [View same] [iqdb] [saucenao] [google]
367090

look where I put my loop cuts

>> No.367091

>>367090

Mine came a little hard, but you get the idea, loop cuts will tell blender where to harden the smooth

>> No.367103

>>367090
But you just made a hard edge where there shouldn't be one.

>> No.367104

>>367077
>Implying that topology is better
This is a solid surface, if it looks properly the best topology is the one that uses the least polys.

>> No.367107

>>367103
->>367091

>> No.367120

>>367104
>if it looks properly
Exactly, stretched and uneven tris will generate shading errors and might cause further problems when baking. The shading thing is especially important in OP's case, as he's recreating a model from a game that usually favors vertex normals over normal maps.
Long story short, realtime meshes sometimes need support verts too.

>> No.369531

bumping so this will stay another 24 hours on here

>> No.369545

>>367120

doubt he'll get shading problems when the surface is so completely flat tho.

>> No.369552

>>367090
>the average blender user.jpg
hahahaha