@count23 When the number of segments in a cylinder is the limiting factor, one option for capping it with a quad sphere is to create a cube then use loop cut to match the number of segments and To Sphere to generate the shape. Scale the new quad sphere to fit then delete any sections that aren't needed or don't line up with the cylinder and use bridge edge loops to join the sphere to the end of the cylinder. The example below shows what this process could look like.
For this particular shape, blending a quad sphere to the open end of the cylinder is a viable option but it does tend to produce a bit more complexity than is necessary. An alternate approach is to use the cylinder's existing geometry to create a hemispherical quadrant.
This can be done by revolving the portion of the cylinder that matches the cut out then extruding and rotating the remaining edge section so it can be scaled up to match the missing curvature. The edge of the non-manifold area can be selected, extruded and rotated into position then connected to the rest of the shape using bridge edge loops.
Below is an example of what this process could look like. All of the geometry here is created and shaped using tools that produce consistent results when lofting or blending edge segments. The final mesh is a bit simpler than a standard quad sphere and most of the edges should already line up with the cut out in the references. Which makes it a lot easier to cut in additional details, without having to manually redirect the loop flow.
There's a number of different ways to approach these kinds of shapes but it's generally considered best practice to rely on tools and primitives to generate accurate geometry. So try to avoid manually extruding and moving individual edge segments to create complex, compound curves.
A lot of air-frame and hull forms are a series of lofted curves so there's always situations where raw primitives won't match. In these cases it can be helpful to keep the base mesh fairly simple and rely on subdivision to smooth out the shapes and add the geometry required to support the smaller details.
Working on a realistic version of the Book of Tyrael, concept by Glenn Rane
Pop by a thread to check out the progress!
Svartberg
Hey everyone!
Really nice work from so many people. All of the concepts provided a myriad of challenges and it's been awesome to see everyone approach them in their own ways! Hopefully many of you came away with areas you'd like to focus on improving while recognizing the great accomplishments you've achieved in the work produced! :D
September is finally upon us and with it comes the close of one challenge and the opening of another! Hope some of the new concepts spark interest and we see you over there!
Pinkfox
@dunnie How does it appear when you sub-divide? Where are the problematic areas? Topology seemingly looks fine, but once it artifacts/pinches, it'll be easier to determine what topology will work.
Epitaph

Trying to improve my npr on blender, rendered in eevee :
More pictures on :
seimax
Since i am a big Fan of the upcoming Black Myth Wukong game already!
I did a FanArt based on this amazing concept ArtStation - Two mouse.
If you are interested check it out here:
ArtStation - Two Mouse - Realtime Character (Fan Art)
Hello this is probably the last I'll be posting on this environment so let me know what you think! I really enjoyed doing this!
Decided to go outside of my comfort zone and work on a stylized scene inspired by Ghibli and Bulgarian Folklore.
Incoming update dump (it’s a little image heavy)!
Okay, so, it’s been some time since the last post, but throughout these few months, I’ve been chipping away at this project. A lot has evolved!
First thing that’s noticeable is that the room looks very different, particularly in design. While working through my asset list, I realized the models themselves were...lacking. Nothing wrong with simplicity, but they felt a little too basic, and it really wasn’t pushing me in the ways where I felt like I was learning new modeling techniques with Blender. I think I was just playing it too safe? The textures were looking alright, but the models themselves didn’t have personality on their own. While I’m not going super crazy with the stylization, I still want each part of the room to feel like it has its own shape and rhythm, if that makes sense. So I went back to the drawing board (literally) and whipped up a new concept to use as part of my reference.



I’m much happier with the new design, and honestly it’s a lesson learned that concept design is a whole beast of its own skillset, and I shouldn’t take it lightly, haha. When I went back to further iterate on the room, I spent some time looking at various old tech and retro interior and furniture design, trying to understand what were some of the common shape languages found during these time periods (furniture ranging from 50s - 70s, and the technology design mostly based on 70s through 90s, with a few modern bits mixed in). I didn’t want to create a strict time capsule of any particular era, but more looking at a distant (unrealistic) future that carried over alot of the elements found in these decades. Basically a “best of” in terms of retro design, in my opinion.
These are some brainstorming drawings I made during this process:
I thought about what other parts of the ship would look like using this aesthetic, and what materials and shapes would be found depending on its location and function. Part of the galley to the left, and part of the study (now part of the bedroom) to the right.
Also, some cases:

Time for some actual in-engine stuff! There’s still plenty of work left to do, but already I feel more confident about this new direction.




Everything in this scene has been modeled and UV’d in Blender, and the various different shapes allowed me to try different things regarding modifiers, curves, sculpting, and even some simulation (for the bedding and pillows). I’m definitely a lot more comfortable with the program now. And Substance Designer! All textures here (that don’t include text or highly graphical elements) have been created using the node-based system. There are for sure several situations where Painter would’ve provided a quicker solution for some assets, but for the case of just becoming more familiar with Designer, I think the results aren’t that bad. P:
Below, here are some closeups of props and materials that are furthest along in terms of progression.






Even more below, are some iray renders of smaller props. Because of how little screen space they take, I decided to keep them relatively low poly.


I took one of the artifact props and uploaded it to Sketchfab, if you want to tumble it around!
Annnnnnnd I think that’s it so far.
If you made it to the end, thanks so much for checking this project out! If you have any feedback, please feel free to share, as I would appreciate any critiques from eyes other than my own, haha.
I try to work on this project as much as I can, and I will be posting a little more frequently so that I don’t have to create large posts such as these. I don’t have a set schedule or anything, but at least once or maybe twice a month would be a goal!
Undertopian