Sorry. This is getting confusing. Yes I saw his, and was referring to him originally. I was saying I didn't see your low poly to see how you did it compared to his, I read what you wrote, but I was trying to say I wanted to see the low poly of yours. Sorry for the confusion. Also, I have never been the best at…
@IronLover64 There's a discussion about a similar shape on the previous page. There's more than one way to do this but start by matching the number of segments in the cylinder to the adjacent geometry in the quad sphere. Join the two shapes by using either a boolean operation or a bridge edge loop operation. Clean up any…
@viqhaas Welcome to Polycount. Consider checking out the forum information and introduction thread. Overall it looks like you have a pretty good start with the base mesh and will just need to adjust the support loop routing on attempt 2. The vertical deformation in both attempts is caused by the support loops that run off…
Because everyone wants to cut holes in cylinders. Some concepts: * You want to work with the geometry, not fight against it, so choose an appropriate amount of faces for the base cylinder * You generally want at least 1 edge loop between each cutout, so 2 faces - if you need tight spacing you can sometimes get away with 1…
@jimdrawandmake A couple of posts above there's a discussion about preserving crisp edges and sharp corners when merging cylinders into other shapes. There's also a recent post about merging details into curved geometry and that links back to a previous discussion that may be useful for other parts of the shapes in the…
Hey guys. i'm trying to model a plane. the way i decided to approach it, is to create all of the major parts separately, and then connect them together, as the parts are quite complex in form i find this technique better than just creating the plane as one object. So i made all of the parts (main fuselage, wings,…
@anishraaj Welcome to Polycount. Consider checking out the forum information and introduction thread. The ridges disrupt the spacing of curve's segments and this causes smoothing artifacts when subdivided. There's a few different ways to resolve these types of artifacts. Deciding which approach to use really depends on…
@LoneRanger Some of the smoothing artifacts may be the result of using an uneven number of bevel segments on areas where multiple surface angles converge. Try using the following bevel settings and see if that improves the smoothing behavior: 2 segments, 1.0 Shape, Arc Miter Outer. Increasing the mesh density tends to…
Well much more important than realizing what you had is too little geometry, and 150 is too much geometry, is simply understanding how sub-d modeling works, so that you can simply use logic and choose the appropriate amount of geometry. You'll never be able to define cutouts on a curve when all you have is flat planes. You…
@Tosyk When searching this thread there isn't always a direct copy of any specific shape but there are often examples of similar shapes and similar smoothing artifacts. Looking at how other artists solved similar problems can help inform which topology strategy would work to resolve a specific mesh smoothing problem. The…