Modeling an M1A2 Smoke Grenade LauncherModeling low poly bushModeling a bipyramidal shapeBraided hose modelingDental modeling

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Modeling an M1A2 Smoke Grenade Launcher


Modeling low poly bushModeling a bipyramidal shapeBraided hose modelingDental modeling






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2












$begingroup$


I've been trying to find the right way to model this grenade launcher. My first attempt involved a bunch of Boolean modifiers, which was messy and inflexible, and my second attempt involved trying to maintain quads while using the subdivision surface modifier, but produced issues trying to maintain circles and rectangles in the right places when sharpening angles with loop cuts. Does anyone have any ideas on how to best tackle this shape?



enter image description here



EDIT:



I realized that I could apply my loop cuts horizontally rather than vertically, then delete the edges in the round holes to preserve their circular shape. It resulted in some ngons, but didn't seem to visibly affect the subsurf modifier. I wasn't able to get the sharp edge in the real deal, but settled with a simple deform modifier for now to curve the barrels. There's a lot of tweaking to be done, but it's a start. Thanks everyone who took a look at this. If anyone can find a better method, please let me know.



enter image description here










share|improve this question









New contributor



user79332 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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$endgroup$













  • $begingroup$
    Try to make the holes first, then connect them with "Bridge Edge Loops".
    $endgroup$
    – FFeller
    7 hours ago










  • $begingroup$
    Thanks, I'll definitely give that a try.
    $endgroup$
    – user79332
    7 hours ago

















2












$begingroup$


I've been trying to find the right way to model this grenade launcher. My first attempt involved a bunch of Boolean modifiers, which was messy and inflexible, and my second attempt involved trying to maintain quads while using the subdivision surface modifier, but produced issues trying to maintain circles and rectangles in the right places when sharpening angles with loop cuts. Does anyone have any ideas on how to best tackle this shape?



enter image description here



EDIT:



I realized that I could apply my loop cuts horizontally rather than vertically, then delete the edges in the round holes to preserve their circular shape. It resulted in some ngons, but didn't seem to visibly affect the subsurf modifier. I wasn't able to get the sharp edge in the real deal, but settled with a simple deform modifier for now to curve the barrels. There's a lot of tweaking to be done, but it's a start. Thanks everyone who took a look at this. If anyone can find a better method, please let me know.



enter image description here










share|improve this question









New contributor



user79332 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






$endgroup$













  • $begingroup$
    Try to make the holes first, then connect them with "Bridge Edge Loops".
    $endgroup$
    – FFeller
    7 hours ago










  • $begingroup$
    Thanks, I'll definitely give that a try.
    $endgroup$
    – user79332
    7 hours ago













2












2








2





$begingroup$


I've been trying to find the right way to model this grenade launcher. My first attempt involved a bunch of Boolean modifiers, which was messy and inflexible, and my second attempt involved trying to maintain quads while using the subdivision surface modifier, but produced issues trying to maintain circles and rectangles in the right places when sharpening angles with loop cuts. Does anyone have any ideas on how to best tackle this shape?



enter image description here



EDIT:



I realized that I could apply my loop cuts horizontally rather than vertically, then delete the edges in the round holes to preserve their circular shape. It resulted in some ngons, but didn't seem to visibly affect the subsurf modifier. I wasn't able to get the sharp edge in the real deal, but settled with a simple deform modifier for now to curve the barrels. There's a lot of tweaking to be done, but it's a start. Thanks everyone who took a look at this. If anyone can find a better method, please let me know.



enter image description here










share|improve this question









New contributor



user79332 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






$endgroup$




I've been trying to find the right way to model this grenade launcher. My first attempt involved a bunch of Boolean modifiers, which was messy and inflexible, and my second attempt involved trying to maintain quads while using the subdivision surface modifier, but produced issues trying to maintain circles and rectangles in the right places when sharpening angles with loop cuts. Does anyone have any ideas on how to best tackle this shape?



enter image description here



EDIT:



I realized that I could apply my loop cuts horizontally rather than vertically, then delete the edges in the round holes to preserve their circular shape. It resulted in some ngons, but didn't seem to visibly affect the subsurf modifier. I wasn't able to get the sharp edge in the real deal, but settled with a simple deform modifier for now to curve the barrels. There's a lot of tweaking to be done, but it's a start. Thanks everyone who took a look at this. If anyone can find a better method, please let me know.



enter image description here







modeling






share|improve this question









New contributor



user79332 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.










share|improve this question









New contributor



user79332 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.








share|improve this question




share|improve this question








edited 6 hours ago







user79332













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user79332 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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asked 9 hours ago









user79332user79332

112 bronze badges




112 bronze badges




New contributor



user79332 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.




New contributor




user79332 is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
















  • $begingroup$
    Try to make the holes first, then connect them with "Bridge Edge Loops".
    $endgroup$
    – FFeller
    7 hours ago










  • $begingroup$
    Thanks, I'll definitely give that a try.
    $endgroup$
    – user79332
    7 hours ago
















  • $begingroup$
    Try to make the holes first, then connect them with "Bridge Edge Loops".
    $endgroup$
    – FFeller
    7 hours ago










  • $begingroup$
    Thanks, I'll definitely give that a try.
    $endgroup$
    – user79332
    7 hours ago















$begingroup$
Try to make the holes first, then connect them with "Bridge Edge Loops".
$endgroup$
– FFeller
7 hours ago




$begingroup$
Try to make the holes first, then connect them with "Bridge Edge Loops".
$endgroup$
– FFeller
7 hours ago












$begingroup$
Thanks, I'll definitely give that a try.
$endgroup$
– user79332
7 hours ago




$begingroup$
Thanks, I'll definitely give that a try.
$endgroup$
– user79332
7 hours ago










1 Answer
1






active

oldest

votes


















2













$begingroup$

I would first create a map with all your holes shapes (the primitives may need more vertices than what I've done though), then weave the edges between their vertices, then extrude outwards, extrude inwards, extrude along its length, add edge loops to sharp. Then to deform the whole thing you could use a Lattice or a Mesh Deform modifier.



enter image description here






share|improve this answer









$endgroup$














  • $begingroup$
    That's really awesome, thanks for this guide! I can see this method being applied to a lot of awkwardly-holed objects, so it'll definitely come in handy.
    $endgroup$
    – user79332
    6 hours ago













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1 Answer
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active

oldest

votes








1 Answer
1






active

oldest

votes









active

oldest

votes






active

oldest

votes









2













$begingroup$

I would first create a map with all your holes shapes (the primitives may need more vertices than what I've done though), then weave the edges between their vertices, then extrude outwards, extrude inwards, extrude along its length, add edge loops to sharp. Then to deform the whole thing you could use a Lattice or a Mesh Deform modifier.



enter image description here






share|improve this answer









$endgroup$














  • $begingroup$
    That's really awesome, thanks for this guide! I can see this method being applied to a lot of awkwardly-holed objects, so it'll definitely come in handy.
    $endgroup$
    – user79332
    6 hours ago















2













$begingroup$

I would first create a map with all your holes shapes (the primitives may need more vertices than what I've done though), then weave the edges between their vertices, then extrude outwards, extrude inwards, extrude along its length, add edge loops to sharp. Then to deform the whole thing you could use a Lattice or a Mesh Deform modifier.



enter image description here






share|improve this answer









$endgroup$














  • $begingroup$
    That's really awesome, thanks for this guide! I can see this method being applied to a lot of awkwardly-holed objects, so it'll definitely come in handy.
    $endgroup$
    – user79332
    6 hours ago













2














2










2







$begingroup$

I would first create a map with all your holes shapes (the primitives may need more vertices than what I've done though), then weave the edges between their vertices, then extrude outwards, extrude inwards, extrude along its length, add edge loops to sharp. Then to deform the whole thing you could use a Lattice or a Mesh Deform modifier.



enter image description here






share|improve this answer









$endgroup$



I would first create a map with all your holes shapes (the primitives may need more vertices than what I've done though), then weave the edges between their vertices, then extrude outwards, extrude inwards, extrude along its length, add edge loops to sharp. Then to deform the whole thing you could use a Lattice or a Mesh Deform modifier.



enter image description here







share|improve this answer












share|improve this answer



share|improve this answer










answered 6 hours ago









moonbootsmoonboots

20.8k2 gold badges15 silver badges32 bronze badges




20.8k2 gold badges15 silver badges32 bronze badges














  • $begingroup$
    That's really awesome, thanks for this guide! I can see this method being applied to a lot of awkwardly-holed objects, so it'll definitely come in handy.
    $endgroup$
    – user79332
    6 hours ago
















  • $begingroup$
    That's really awesome, thanks for this guide! I can see this method being applied to a lot of awkwardly-holed objects, so it'll definitely come in handy.
    $endgroup$
    – user79332
    6 hours ago















$begingroup$
That's really awesome, thanks for this guide! I can see this method being applied to a lot of awkwardly-holed objects, so it'll definitely come in handy.
$endgroup$
– user79332
6 hours ago




$begingroup$
That's really awesome, thanks for this guide! I can see this method being applied to a lot of awkwardly-holed objects, so it'll definitely come in handy.
$endgroup$
– user79332
6 hours ago










user79332 is a new contributor. Be nice, and check out our Code of Conduct.









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