I'm basically noob and I use 3ds max 14. Any tips on how to model this round part on the barrel? It's not totally spherical as you can see, so I need to give it that "hammered" look. Any technique on doing that?
Kind of rough, but my method for this is extruding out a face there and then go on to round it out, pretty simple
I dont know that much about hard surface but I gave it a go. WIth a bit of tweaking it could get there.
You can change everything however you want.
>why do I even fall for the bait? thread will derail in "blender is a shit! SHIT!"
> lets derail it into another direction.
I am a Cinema4D user, and what i really like about Blender and Verts is that i don't have to select them EXACTLY like in C4d.
C4d demands pixel precision. Blender cleverly takes the nearest vert.
Therefore: Blender Verts> C4D's Verts
>then you will have to model the gun twice which is stupid, you can simply leave areas that very high amount of detail and make the normal map yourself
You obviously dont have a clue or just want to bait or both. Normal maps are not only screws, pins and stamps that you "simply" can "make yourself", how you describe it.
Half an hour in zbrush. I really need to practice hard surface.
You can tell just from the jagged, wonky edges/corners that this isn't useful in any way. If you're going to ignore topology you may as well just use booleans to create it and at least have the exact shapes you want.
What the fuck are you talking about? The majority of high to low poly workflows involve quad drawing over a high poly mesh. Nobody takes the topology of a sculpt and reduces that, because that topology is useless.
You very much do model the gun twice, but the low poly model has a guide, so it takes far less time.
Booleans is something ZBrush is great at, the problem is this person is still learning to do it. ZBrush can be a great tool for experimenting with designs in an environment not restricted by topology. Then simply creating your topo more easily overtop and baking your maps.
He's mainly talking about the lumpiness of the forms on that model, pretty sure. Most of the flat surfaces are not even flat.