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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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?
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.
modeling
New contributor
$endgroup$
add a comment |
$begingroup$
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?
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.
modeling
New contributor
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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
add a comment |
$begingroup$
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?
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.
modeling
New contributor
$endgroup$
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?
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.
modeling
modeling
New contributor
New contributor
edited 6 hours ago
user79332
New contributor
asked 9 hours ago
user79332user79332
112 bronze badges
112 bronze badges
New contributor
New contributor
$begingroup$
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
add a comment |
$begingroup$
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
add a comment |
1 Answer
1
active
oldest
votes
$begingroup$
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.
$endgroup$
$begingroup$
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
add a comment |
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1 Answer
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1 Answer
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$begingroup$
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.
$endgroup$
$begingroup$
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
add a comment |
$begingroup$
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.
$endgroup$
$begingroup$
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
add a comment |
$begingroup$
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.
$endgroup$
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.
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
add a comment |
$begingroup$
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
add a comment |
user79332 is a new contributor. Be nice, and check out our Code of Conduct.
user79332 is a new contributor. Be nice, and check out our Code of Conduct.
user79332 is a new contributor. Be nice, and check out our Code of Conduct.
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$begingroup$
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