@musashidan Thanks, that's already helped, but I still cant figure out how to work this much denser area into the rest of the topology, adding more loops makes creases, and making triangles makes the surface lumpy. Triangle approach subdivided: Adding loops approach: subdivided
@musashidan Thanks, that's already helped, but I still cant figure out how to work this much denser area into the rest of the topology, adding more loops makes creases, and making triangles makes the surface lumpy. Triangle approach subdivided: Adding loops approach: subdivided
@musashidan Thanks, that's already helped, but I still cant figure out how to work this much denser area into the rest of the topology, adding more loops makes creases, and making triangles makes the surface lumpy. Triangle approach subdivided: Adding loops approach: subdivided
The pinching is coming from the 5-star poles you created from the corners of the extrusion. There's no other real way to get a good quality result other than the way you described. That's the pretty much the nature of making a low poly - removing edges from a "midpoly" middle ground mesh. It shouldn't really be too hard…
@Lemenus I'd add a vertical edge loop to the middle of those three faces and distribute every edge loop evenly. This is more for making the silhouette of the curvature less jagged. A horizontal edge loop across all of them would probably help more to lessen the artifacts. I mainly recommend modeling a high poly and baking…
@christrom There's a bit of subtle pinching caused by the extra loop between the base of the square and the loop path on the surface of the sphere. Dissolving the loop and merging the corner vertices of the triangular quads should resolve the smoothing artifacts while also simplifying the mesh. (See the third and fourth…