What Shini said, you've got more than enough geo, try to move around the vertices with smooth on and it will eventually be less pinching, but to get rid of that would mean a higher amount of segments on a cylinder. Try to have a ngone at the edge with lower segments mesh and see if that will help. Or modell it flat, keep…
Trying to learn topology, but can't find a shape quite like this for a reference. My messy attempt is in the background, but here's a quick shot on one side to see exactly what I'm trying to go for. Also, could the top of that side edge do with less vertices, while keeping it as smooth? Optimal amount of verts is a must…
As supaclueless said, floaters would work for all the details on that fore grip. The vertical slots, the "Dimples" (cutouts) the screws sit in, and the screw themselves. They key is having the edge of the floater mimic the surface you're trying to fake it on to, so it appears seamless. Things complicate a touch more when…
Well I think all that you have said are very viable points! Though I am not sure you directly answered my question. When modeling something in like the doors of a helicopter, that need to be functional... Do you start with tons of geometry and spend all day moving vertices? Or are there other methods for cutting holes into…
This is a pretty common kind of problem. I can't mock this one up right now, but you should be able to find plenty of other examples in this very thread- maybe search for the word "offset" or something. The solution is not to subdivide, but rather rotate the cylinder slightly so that its vertical edges are not in line with…
TheLittleJay: I think if You cut down half (3 times?) of your vertices, then its still ok. For spikes and plates there is no need for clean topology as they will not be animated (like bending etc.), so you can reduce tris count singificantly. About LODs I am doing this all by hand so I have more control and still good…
How i would approach this : -make the whole silhouette flat first, bent it then, point by point or using FFD thing( with a smooth first incase of FFD) -then cutting the mesh for the "outer edge" design, extrude it. For all the hard edges i manually move vertices (importance for the mesh not being dense at those areas) -do…
@its_robinson Use a narrower edge width on the highlighted support loops or use creases to reduce the effect of subdivision smoothing. The width of the edge loops can be adjusted independently or in combination. If pinching occurs then it's likely the sphere will need additional segments to hold the shape. How sharp the…
Cool little examples, Sathe. Don't you ever use Connect for vertices? It's one click faster than Cut for a lot of the small areas where you're just trying to throw in an edge, and it's fail proof (as I saw a few times in the first video that you were had to go back and weld afterward). Also, why aren't you chamfering on…
Hey hi all, looking for suggestion to get better smooth result for these kind of surfaces using mid poly modelling method only. Below is my attempt and does the job while keeping as smooth result as possible since this is for VR aircraft interior, at a glance there is no visible pinching or distortion. However when viewed…