@just_dragos Either spread out the edge loops, or add control (edge) loops horizontally . This is a very common question, and there are 2 other images that have the same solution on this page btw.
@Alex1 Thanks so much! This looks a lot better than my approach. I was really struggling without those extra loops, but wasn't sure how to add them in.
@perandall not sure what exactly your question is but I suppose you're talking about pinching artifacts caused by uneven spaced loops ? If so enable loop tools addon under blender preference > select the row of edges you wanna space like this > loop tools > space. You can also add an extra softness by using the relax…
fine then, you know the solution , you are just beeing stubborn trying to make a weird point ? dont add chanfers/control edges until you have a clean base shape .
If you really need a 'perfect' circle, simply add more geometry to support that shape... this is an example using connect and spherify then extrude in Max (the green circle is a circle spline to test the result):
Naut: yeah looks fine to me as well, just add those extra loops as vcool mentioned to give that huge cylindrical shape some better shading. plus the corners are good.
Your unsmoothed high poly "basemesh" isn't your low poly mesh. It IS a great starting point however. Add more geometry where you need it to support the shapes well.
Lowpoly isn't an issue. You can add detail and do whatever you want as long as you work with the surrounding geometry instead of against it. Oh no, an Ngons. What to doooo Oh
It's one of those things, if it looks good then job done... When I say use triangles, obviously use them within reason - placing them everywhere and anywhere won't get you far and will just complicate things. However sometimes they can't be avoided, so instead of fighting them, work with them - add supporting edges, shift…