I'm trying to understand how to correctly subdivide and keep topology consistent for creating hard surface models, iv'e tried to find some infomation but i cant seem to get what i need, maybe i havn't looked hard enough but i was wondering if anyone could help me out.
![Image: https://us.v-cdn.net/5021068/uploads/editor/n7/c5s51uhtb27b.png](https://us.v-cdn.net/5021068/uploads/editor/n7/c5s51uhtb27b.png)
![Image: https://us.v-cdn.net/5021068/uploads/editor/k0/htw83y0feit1.png](https://us.v-cdn.net/5021068/uploads/editor/k0/htw83y0feit1.png)
![Image: https://us.v-cdn.net/5021068/uploads/editor/io/b0emoq7qrxaw.png](https://us.v-cdn.net/5021068/uploads/editor/io/b0emoq7qrxaw.png)
Here is the model im working on, it's just a simple cogwheel that i'd light to get tight bevels on and the general smooth hard looking surface.
Thanks in advance.
Replies
Don't forget to use a radial symmetry if you can, you won't need to work on too many bevels/hard borders. Just a single part.
got the hang of it a bit more, substance render is nice. some janky bits around the egdes and still need to learn the egde flow, i look into symterry stuff in maya i was unaware of, so thank you!
It's looking good, keep it up!