@Thanez Thank you for the info and examples! All clear, this is gold for me
perna said:If you absolutely must make control loops manually (btw this approach became obsolete about ten years ago and is extremely inefficient), they should terminate locally, not wrap around the entire mesh that way
tynew, thank you for the encouragement - I will be teaching on live stream soon, and you will have access to all my tools as well:https://polycount.com/discussion/218299/per-3dshttps://www.perprerp.com/
Yogev, this is a common and fundamental issue/pitfall. You are extruding off the existing grid, as if you have to. But you don't have to. I know it looks tempting, and seems to make sense, but you need to plan for the control geometry, not add it as an afterthought. Think instead of how you can make the existing geo serve as the control geo instead of serving as foundation for the extrude.Try to go off the text only, and experiment with it. It's better if you put the pieces together yourself instead of having it spelled out. The principle I describe is very important to understand.edit: as a concrete hint: imagine what your geo will look like if you inset first, then extrude.
Kanni3d To be honest I didn't understand you. But a couple of minutes of experiments and came to this decision
Hey guys, another question. This doesn't seems to be right, but how to model it properly ?
Hi, tell me how to achieve the shape highlighted in blue. We need a simple, quick method to get this form. With a minimum of handmade
struggling to remove light issues from my highpoly. Removing edges doesn't help
That doesn't look like SubD that looks like you applied a smooth preview. Is this the case? If so you've done yourself a disservice and given yourself way to much geometry to reasonably work with. Also you don't necessarily carry your edges through like that you can terminate them lower along the surface. That way you're not using a huge amount of divisions to try to get that geo to hold.
Hi, tell me how to achieve the shape
highlighted in blue. We need a simple, quick method to get this form.
With a minimum of handmade
If an ngon causes no smoothing errors/shading artifacts on a flat surface plus also dependent upon properly implemented mesh generation technique, then a given shape and/or object should typically sub-divide or bake without a problem.
Ah ok then, first of all I'm curious if you're modeling off a reference or own design, if indeed the former can you post an image because likewise was not obvious?