I love machines that have believable points of articulation. I would love to hear of any tricks or tips that would help modeling in this category. Now, for the fun part: rigging and texture work.
Sort of, are the bolts on the sides connected to the mesh or are they free floating? and is there a special method for the tech lines? I've found that with my methods I often end up following the topology of the base too much, as evident in my own renders.
they are not connected. i used curves for a 2d form and transformed them into meshes (alt-c).it is a fast and simple way to get results but limited.filled curves are triangles and look ugly when you smooth them .
i used curves for a 2d form and transformed them into meshes (alt-c).it is a fast and simple way to get results but limited.filled curves are triangles and look ugly when you smooth them