@gojushin The very short answer is: the curved areas in the base mesh need enough geometry to carry the edges of any intersecting shapes and their support loops.
If the overall shape of the existing stock model is acceptable
then one of the easier solutions would be to apply 1-2x subdivision, cut out any slots or other surface features, clean up the topology
around the shape intersections, and add another subdivision modifier to
finish smoothing the final high poly surface.
(How much geometry is required really depends on the shapes and how sharp they need to be. A few posts up there's a couple of conversations about routing support loops for shape intersections on loops on curved surfaces and spheres. Each of those has a few additional links back to other posts that cover similar topology routing solutions.)
Keeping things relatively simple and solving the topology flow issues around the shapes as part of the block out process will tend to make things a lot easier. It's also generally considered best practice to block out the
larger forms first, adding mesh density when and where it's needed
to support smaller details, so the existing
edges in the curves can be matched to or used as support loops around
the intersecting shapes. Below is an example of what this process could look like.
Start by developing the larger forms first. In this example only basic subdivision and manual modeling operations are used to create the basic shapes, though more complex non-destructive modifier based approaches could also be used.
Once the basic shapes are accurately modeled, move on to adding any intersecting shapes or cut outs and adjust the density of the base mesh so the existing edges can be used as support loops around the shape intersections.
Join in or cut out any intersecting shapes and clean up the mesh around the intersections to solve any major topology flow issues. Use the existing edges as support loops by landing the intersecting shapes between the segments of the curves and try to avoid causing any unintended mesh deformation when connecting edges and support loops to the existing geometry on the curved surfaces.
In the example below there's a few spots where some extraneous geometry is left in during the modeling process. Mainly to prevent other modeling operations from deforming the surface. This can be cleaned up, after the support loops are placed around the shapes, by merging down or dissolving any stray edges that would otherwise disrupt the segment spacing along the existing curves.
With these kinds of shape intersections on compound, complex curves it's important to: avoid unintentionally deforming the geometry in the existing curved surface, avoid bunching up support loops in a way that disrupts the segment spacing of the underlying curves, use the space between the support loops to make up for any differences between the intersecting shapes and the underlying curves, and try to keep the corner vertices / poles as close to the support loops as possible.
Here's what the final base mesh looks like, without and with subdivision smoothing enabled.
Though there are some exceptions that do have sharper corners, most inletted load bearing features on stocks tend to have softer or gradual shape transitions with radiused / fillited / rounded corners to prevent stress concentration. These types of softer corners are usually easier to model since they can typically be created using less geometry than sharper angled corners.
The same basic block out and topology routing strategies shown previously can also be used for modeling sharp or square corners on curved surfaces. It's just the base mesh may require more geometry to accurately hold both the curvature and sharper edges around the intersecting shapes.
Links to additional write-ups on using an iterative block out process:
Been fired up to start more on Evil Morty, but wanted to get this "difficult" "pedestal" type vehicle out of the way as much as i can.
the channels i watch haven't updated the main source i used to create this design [Grind Hard Plumbing co, trike build] so i had to reference a lot of stuff and try to figure out how these modkits on vehicles are made so keep that in mind, idk if i will make it 100% accurate or anything like that.
Any who, i refined all the bits more so they make functional sense for the most part. Still have to add some minor things & perhaps get a handle on the engine and some of the "wiring" for the engine/exhaust.
i realized this like yesterday i think an entrant named there piece bull, totally not on purpose, i thought south a bull came to mind and the episode i linked is in a sandy area. Have fun, hope ya like and C&C about this is cool with me and i totally didn't mean to step on naming toes, if toes where stepped on.
Ha ha thanx sacboi! Just to remind you guys, this is a kit bash so I am only placing and deforming stuff. Vitaly's kit is pretty amazing. Super modeling and design at mid poly level, meaning you can throw quite a bit of stuff on before the program slows down, Plus each component is fairly easy to edit.
Looking forward to seeing yr vehicle take shape. The idea is super! I think we are going to have fun, like being in a gang of like minded villains .
I'm creating the modular assets after wards i will try to create some sculptures and details in a demonic style with some other ornaments i will try to look for some assets online and make some modifications over it
Found some time to do some Brawling. Brought the current skeletal mesh into Unity and applied some blended Mixamo animations for testing. Currently using simply vertex colors, perhaps I'll keep it that way and layer some hand-painted textures on top? I think it would be cool to be able to switch outfits. Speaking of, I should come up with some, still pretty vanilla Well, the experiments will continue :-B Thanks for stopping by!