you could do a couple of things. 1. select all the faces and right click sayinh "smooth shading". if that does not help 2. use a subd modifier on the top. If thats something you want to avoid 3. Weighted Normal modifier.
I'm lazy. But the main thing to take in is to set your curve early on. Now I probably overdid it. But I use everything here... 1. Set my curve 2. have enough geo 3. N-gons and tris. and so on.
1. MOAR GEO(overall and above the indent shape where the pole is) 2. try to get rid of the pole(if you don´t know how, i will give you a quick example) 3. dunno, the first suggestions should be enough ;)
Yeah. I know that sharp edge image is NOT what i want. i want the really wide one like pic 1 and 2. But I'm worried that shape there at the end gets too.....blurred? I'm not sure how to describe it. :P
Hey Hey Hey! How would you go about making this? The parachute, EDIT: i feel bad not contributing to this thread now after checking back some pages. its 2 guys doing most of the help. IM SORRY
I did that in 2 minutes so I wasn't taking baking results into account. I was just showing you an edgeflow, which is the point of this thread. Thought you could figure out the rest. But for good measure... Happy now, Mr?
Many thanks sir! You have saved me countles of hours of drudgery ;) Edit: this is what i needed it for today :) still needs texturing and animation, but for 2 hours im good for today :) plus learned how to do proper glow.
@Vent The most important part is to make sure the edge of the cylinder is creases the 1/2 cylinder. This preserves the circle. I did make a mistake on this and I didn't notice that the edge is beveled. Nonetheless you should be able to figure out the rest.
Build the whole thing without doing the indent. Basically 1. Modell the thing 2. Extrude in the part you want to be the Hatch 3. Extrude it out 4. Extract that part you want to use as "Hatch" Door. 5. Smooth and see if it fits.
creationtwentytwo, here's what I'd do: 1) subdivide a cube 2) "sphere-ify" it (whatever equivalent your package has) 3) remove uneeded quadrants 4) extrude end edge-loop 5) tweak with more edge loops if necessary