This model getting weird when adding turbosmooth and quad chamfer, we know n-gons and triangulated models can be a problem when we trying to smooth, is there any way to fix this? or do I need to create a high poly merely based on quads?
do I need to create a high poly merely based on quads?
no
Just preview how the mesh subdivides with a wireframe off, see that it looks fine and no artifacting, and acknowledge/learn that ngons/tri's on flat surfaces are totally fine for most cases.
in your case, you'll have some overlapping topology once subdivided due to how you're generating your support loops however.
Thanks for replying man, I can fix it by adding different smoothing groups over various faces or cleaning up over polys in order to get fine turbosmooth details. Although, it's a bit time-consuming. Do you think is there any alternative way to ease the workflow?
highpoly modeling with polgyons is always time consuming act, one of the most important processes in the pipeline, and a labor of love with tons of planning etc.
trying to automate it with modifiers/quad chamfer can only go so far before you need to do some manual tweaks and edits to get things looking perfect
I'd build a lot of this using splines > cross section > surface > edit poly > chamfer rather than arguing with turbosmooth/subdiv modelling . this approach covers most hardsurface objects outside of complex castings and is extremely easy to adjust after the fact
also - build anything that would be separate in real life as a separate object
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I'd build a lot of this using splines > cross section > surface > edit poly > chamfer rather than arguing with turbosmooth/subdiv modelling . this approach covers most hardsurface objects outside of complex castings and is extremely easy to adjust after the fact
also - build anything that would be separate in real life as a separate object