In this tutorial, I once again show another example of how to model something mechanical without needing to use subdivision surfaces, using direct polygon modeling. This method gives you freedom with large planar regions to use ngons and not needing to dice them up into a patchwork of quads.
Here is the start file:
https://drive.google.com/file/d/1pw7fSKqqcsCS8rnsa6mb29xN_NsNGrZB/view?usp=sharing
Here is an important followup to this video covering the Weighted Normals modifier:
https://youtu.be/60E-26Ydbh8
Part 2 is here:
https://youtu.be/e28EorWUcuk
#blender4 #polygonmodeling #marksharp #hardbodymodeling