Does anyone have any resources on how edge loops should look when smoothened? I always see these kind of weird edge loops when doing SubD modeling, but I'm not sure if it's supposed to look like that, so where can I learn what topology is normal when doing SubD?


edit:
Here is another image of the model from the front, they're glasses

And here is my reference

Replies
190 pages of this topic.
I recommend looking for things by @FrankPolygon
You can learn about the algorithm by googling for catmull-rom smoothing and/or bicubic interpolation
What's most important to understand is that the position of a vertex changes after smoothing based on the relative position of it's first and second neighbours.
If you want tips on how best to structure your input mesh, there is a really good sticky thread in technical talk and basically any post by frankpolygon
The wiki might contain some useful for information and links relating to this and other topics.
Frank Polygons sketchbook contains some great examples and step by steps.
There are probably more threads you can dig up using the search function.
I would guess this is a static piece, non deforming just by the looks of it. But some basic subd knowledge is missing to make it work.