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I'm quite new to blender, and I'm making assets for a game, but ran into issues when making a bazooka. The model can be fairly low poly.

There is a fire guard (cage?) on the back of the bazooka (see image) that I just cannot figure out how to approach.

enter image description here

The closest I've gotten is using a basic cone shape (which just does not capture that look and feel). I've also tried to put a circle, extruding lines from it and then merging the objects after applying a skin modifier and bevel, well the look just turns garbled (see image) enter image description here

I already have the rest of the cylinder for the bazooka tube and most of the rest of the object finished.

Any advice would be great.

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  • $\begingroup$ Please clarify your specific problem or provide additional details to highlight exactly what you need. As it's currently written, it's hard to tell exactly what you're asking. $\endgroup$
    – Community Bot
    Aug 28, 2021 at 21:59
  • $\begingroup$ Hello, what do you mean by low-poly, can it be square shapes or does it need to be round? $\endgroup$
    – moonboots
    Aug 29, 2021 at 8:09
  • $\begingroup$ Skin can do it: just lower the vertices radius (in edit mode, n, item, transform, meanradius). $\endgroup$
    – lemon
    Aug 29, 2021 at 10:02
  • $\begingroup$ Thanks all I was able to get the solution using the torus + cylinder and array modifier combination. $\endgroup$ Aug 29, 2021 at 22:37

2 Answers 2

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I used a torus primitive to make the circle, and a cylinder to make one spoke. I put a couple of loop cuts in the cylinder and rotated it to get the cone shape. An array modifier set to object and an empty rotated 72° turn the single cylinder into 5 spokes.

Result Wireframe

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  • $\begingroup$ Thank you very much! After some consternation figuring out that I had to also place the cursor at the origin, I was able to replicate yours. Honestly very helpful, and while I need to get learned on array modifiers it was the direction to take. $\endgroup$ Aug 29, 2021 at 22:36
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If you can do it very low-poly, you can create a 18 vertex cylinder like that:

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Duplicate:

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Extrude a face of the top cylinder:

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Join the extrusion with the bottom cylinder:

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Only keep 3 segments of the object, then duplicate, rotate around the center and merge by distance:

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If you need to round the object, create a 36/6 vertex torus:

enter image description here

Cut a hole, extrude and make a circle with LoopTools:

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Extrude down:

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Create a cylinder at the bottom, join the 2 shape with CtrlE > Bridge Edge Loops:

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Only keep 6 segments of the mesh:

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Duplicate and rotate around the center, merge by distance:

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Rework the topology a bit, shade smooth:

enter image description here

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  • $\begingroup$ I took a stab using the first comment and found success, but really wanted to thank you for walking me through another strategy! $\endgroup$ Aug 29, 2021 at 22:37

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