@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…
Delete your support loops/unecessary geometry so that you can definite the shape and silhouette much easier. Then from that point, you can turbosmooth by smoothing groups to add geometry, or add manual support loops and go from there. The top triangular detail is well done :)