@christrom There's a bit of subtle pinching caused by the extra loop between the base of the square and the loop path on the surface of the sphere. Dissolving the loop and merging the corner vertices of the triangular quads should resolve the smoothing artifacts while also simplifying the mesh. (See the third and fourth…
@naman Three fundamental concepts of subdivision modeling are: use the existing geometry as support for shape transitions, use a reasonable amount of geometry to generate the shapes, and match the number of segments in adjacent shapes to maintain uniformity. It's also important to either route support loops across the…
@DeathstrokeFTW This is a circular pattern, so decide an amount of segments you want on branches and base that will match up nicely. I started with 8sided base cuz I want 4 branches. 4 branches with 4 sides each will match up nicely with 8sided base. One (red) of them unique, the rest instances. 4 new branches with 4…
@MegaSofteae Creating a detailed outline of an object's profile can seem like a logical place to start but in most cases this limits the way you think about the shapes by constraining it to a 2D space. This is why it's generally considered best practice to block out all of the major features of an object in 3D before…
@JBurk The underlying topology in both your examples, with some minor adjustments, could work. Which starting topology layout makes the most sense will depend on whether the shapes need a softer or sharper transition. With subdivision modeling there's almost always going to be some kind of minor smoothing imperfection and…
@tatertots In general: it's best practice to maintain the concentricity and consistent spacing of the edge segments that make up the walls of cylindrical shapes. Moving the edge segments too far out of position will cause the subdivision smoothing to either pinch or pull the mesh around the shape intersection and this can…
Hello all, I am generting an asset, a Hero bad ass Asset for VR for Occulus Quest 2 (No Dedicated €1000 GPU!). To start below is a just door: Grey Shape = I have it covered with a normal map, looks great! My problem ist the Blue part, a HUGE amount of objects for this machine, have nice smooth beveled rounded edges. After…
@AntBay If the manually placed edge loops need to wrap around the bottom of the shapes then the topology structure of the base mesh will need to be changed so it redirects the edge loop around all of the corners and down along the bottom edge. Below is an example of what this process could look like. Here's a simplified…
@chopsuey Hey bud, this is the classic "cutting a hole in a cylinder" problem. I suggest you look through this thread for some learning, because this is just one method to do this. In short why you're getting stretchy no-no's is because you made an extrusion at the cylinder's established edge, and you are NOT allowed to…
@aregvan @guitarguy00 You're welcome. Glad it was helpful. Thank you to everyone else who posts questions and answers too. Relying on tools to generate geometry just means avoid doing unnecessary manual work when there's a tool or modifier that will do the job quicker and more accurately. Here's an example of manual work.…