I'm getting this ugly pinching any time I try to subdivision model a cylinder with a rounded cap. What's the secret trick here. I tried with a lower number of segments and the problem is still there it's just less noticeable.
Make a high segment "pill" primitive. You can also make a cube and subdivide then spherify--> subdivide--> spherify--> subdivide--> spherify. Then just select the lower half of the sphere and pull into desired lenght
corv, high segment pill does not fix the problem only hides it, also cubes don't subdivide into 44 sides so I can't use it with my 44 sided cylinder which I really need.
glynnsmith tried deleting every second edge it makes the problem worse.
snap the center of your sphere to the top of the cylinder
delete the bottom half of the sphere and top cap of the cylinder.
combine the sphere and cylinder.
select the verts where they should connect and weld them.
select the top cap of the sphere/cylinder that looks like this
delete these faces
select the border edge and fill hole.
use split poly tool to cut the face up to something like this...
select the faces that make up the quaded square shape at the top.
Select > Covert Selection > To Vertices
Mesh > Average Vertices until you are comfortable with the relaxation
Grow your selection by 1
Average the verts a couple more times
Results in this
Convert to SubD?
I dunno.
44 sides? Why? At that point you might as well be working in just straight up polys and subd isn't even worth it as it defeats the purpose.
Although, I could be 100% wrong here. Wouldn't be surprised if I was.
There is a Relax script out there that is better than Average Vertices though. If you can find it, use that. I know it's on HighEnd3D somewhere, but that site is a disaster nowadays.
Replies
glynnsmith tried deleting every second edge it makes the problem worse.
make a cylinder, make a sphere, set to 44
snap the center of your sphere to the top of the cylinder
delete the bottom half of the sphere and top cap of the cylinder.
combine the sphere and cylinder.
select the verts where they should connect and weld them.
select the top cap of the sphere/cylinder that looks like this
delete these faces
select the border edge and fill hole.
use split poly tool to cut the face up to something like this...
select the faces that make up the quaded square shape at the top.
Select > Covert Selection > To Vertices
Mesh > Average Vertices until you are comfortable with the relaxation
Grow your selection by 1
Average the verts a couple more times
Results in this
Convert to SubD?
I dunno.
44 sides? Why? At that point you might as well be working in just straight up polys and subd isn't even worth it as it defeats the purpose.
Although, I could be 100% wrong here. Wouldn't be surprised if I was.
There is a Relax script out there that is better than Average Vertices though. If you can find it, use that. I know it's on HighEnd3D somewhere, but that site is a disaster nowadays.
Highend has always been a nightmare for searching. No improvements with the new site.