Right I can get that as well, but you are not really getting that junction there is when the two ends of the cylinder/oval meets which is the difficult part. Appreciate your input still tho.
been trying it out, getting all sorts of weird errors and hellish topo. no idea what is causing this, ill have to try work it out. topo gets a little screwy as well. i think ive got the sizes right, but not the positioning/ left light should be closer to the one on the right i think. i think its also a little difficult to…
i used a 30 sided cylinder and just inset tool. oh and worked only on a small part. Ignore the support loops on the "small" piece furthest to the right.
you can bool it, or shear it, whatever works for you mine is so lowpoly that i just eyeballed it with vertexslide rule of thump for the highpoly is, if it looks right, it doesn't really matter
if you're working with a modifier stack you can even get away with shitty geometry, since the bend modifier will bend your bad topology into the right shape
@FrankPolygon Thank you very much for the reply! Out of curiosity, what is the tool you're using to create the first boolean cutter? I've been attempting it using lattices but it doesn't come out quite right. Using Maya 2024 by the way.
=l Sigh, and here I thought I was doing things the right way, fml. Okay, so why do you say that, perna? Because I may not know the theory behind subd modeling, and quad chamfer is just a tool that I won't be able to use efficiently till I learn the basics, or because quad chamfer is simply a bad method? Right now I thought…