@kuronekoshiii This shape is essentially an oblong through hole so the same principles apply: place the intersecting geometry between the existing edges of the cylinder wall, match the segment counts on both shapes and use the existing geometry as support loops. How much geometry needs to be used depends on how accurate…
@Povilas You're on the right track. If the mesh needs to be watertight then matching the segment counts is a good starting point. It looks like the plastic has a grainy texture so this could help hide any minor smoothing errors. Sometimes close enough is good enough. Instead of trying to match every support loop to a…
The orange loop doesn't really do much because the loops left and right of it are close together already so there isn't much stretching to begin with (and even when can be easily tweaked by placing the support loops a tad tighter). The blue loop doesn't do anything to my knowledge because you already have double controled…
@Thanez @perna I don't have time to re-topo my entire mesh, so I just had a crack at a chunk: (there's a slight budge down the middle of the spikes so I wanted a little extra geo to catch that) This section of the spikes is a bit trickier than the rest, since these 3 middle spikes are too close together to be connected by…
@earlgrey Like Udjani said you want to try and land your intersecting shapes between the vertical edge loops on the cylinder. That way the cylinder's edge loops become support loops for the intersection. Switching from a 12 point cylinder to a 16 point cylinder might cause the intersection to land between the loops on your…