@Povilas pages 169-171 have additional examples of cylinder shape intersections. To add to what Kanni3D has already said and to prevent these types of smoothing errors in the future: Match the segment count on the rounded shape to the intersecting geometry. How much geometry needs to be added will depend on how accurate…
Awesome thanks a lot for the information @FrankPolygon , complex shapes like these need to be broken down. Usually, I rush headlong into stuff and just trial and error so I have to work on my analysis and planning of the model. I also suppose you're right, such minor inconsistencies may never matter in a production…
@ralphykwix It depends on what the mesh is for and if there are any shading or normal errors. If it's a low poly model then there's a lot of loops that could be removed to optimize the mesh. If it's a high poly model then the edge flow could be optimized for cleaner subdivision and easier editing. A few things to consider:…
@izmuze The short answer is: the vertical support loops are causing pinching where they meet the curve of the leading edge of the wing. Terminate these support loops closer to triangular notch, delete the remainder of the loop and leave the resulting triangles near the corner of the notch. Here's a break down of this…
@ChrisJones75 Friendo, post your attempt and we'll be able to help you out, buddy. Otherwise, no, that tutorial shows pretty much the simplest way of doing details on curves. You could stop at his third step, unwrap the thing and do a heightmap with displacement. @iacdxb M8 you've spent all that time trying to make that…
@WAYWO Yes, you are probably right.... i just found some interesting images from way back in this thread and gave them a go, i guess i totally forgot how the subd works, (averaging between vertices) and for a second, thought its a "miracle skeleton key" solution for subd modeling. I tried to fiddle with the 6 sided…
CoD67 the simplest way to make the shape is break it up into two. Since the rail and the holey-tube-can'trememberthename are two pieces in real life. Create the pattern as a plane and make it so you can tile it. My topology isn't optimal and yielded some smoothing errors so I would try simplifying yours. Give it some depth…
"I am well aware of subdivision modelling but always though it's a part of movies/ animation pipelines. The all quad approach paired with Zbrsh subdivision and displacement mapping. Where lods are just subdivision levels.,," No worries, this thread's purpose after all is a resource so what may be irrelevant to some whereas…
I wasn't able to figure out how to import OBJ's or Max files based on text/characters. If someone would be so kind as to clue me in on that, I'd be most appreciative ^^ So i just remade the shape. Plenty of other errors, But we'll pretend those don't exist for the sake of focusing on the main question. Edit: was going to…
@Welcj When it comes to game art and high poly models for baking: there's few legitimate technical reason to extend all of the edge loops across the flat areas and into adjacent shapes. Most of the time it will just create unnecessary complexity that will make it harder to edit the mesh in the future. In general: it's…