@Octavio Sorry I took a while, but here's my two cents. I checked out your model and I can't find any fault with it, it's working as intended, and you didn't do anything wrong. The shading you see happens because when you scaled that smol oval into the big oval, you also squished it. When you squish a circle like that, you…
Hey bud. I'm guessing it's also those ribs on the inside giving you trouble, so I included those here. One way to tackle this is to model it flat and straight, then bend it into the shape you want. Note that I didn't take the skewed part of it into consideration, nor the details at the top. I'm only trying to show you how…
@stuffinmyhead It looks like the flat areas are cut out of the cylinder's shape rather than added to it. With this type of shape intersection it's important to keep the cylinder wall segments straight and keep the intersecting shapes perfectly flat. Start by blocking out the basic shape and use some planes or rectangles to…
@aregvan It looks like you're on the right track. The key to clean cylinder intersections is to match the number of segments on both shapes near the intersection. Try matching the wall segments on the critical part first and adjust the perpendicular loops second. The alignment doesn't have to be perfect. Close enough…
@JordanDaushvili Hey there, buddy. You have two issues here. The first one you circled is waviness, most prominent on the top one you circled, and is discussed in detail here: https://polycount.com/discussion/81154/understanding-averaged-normals-and-ray-projection-who-put-waviness-in-my-normal-map#latest You should…
@SignalFlare07 Welcome to Polycount. Consider checking out the forum information and introduction thread. This reply is a bit late but you're on the right track. Try to match the segments of the intersecting shapes and their support loops with the existing geometry of the underlying curvature. This will help prevent…
Catmull–Clark subdivision averages between existing points and this creates a smoothing effect. Uncontrolled subdivision smoothing tends to deform shapes and shape transitions that lack supporting geometry. Creating shapes that have crisp edges and minimal smoothing deformation often requires adding support loops on both…
@ConvexSurface Overall it looks like you have the right idea but sometimes connecting directly to a curve's existing polygon grid can cause a lot of smoothing issues. In these cases it's often better to place the intersecting geometry between the existing segments of the curved surface and use the existing curve geometry…
Hello there @@IronLover64 Your last post shows your main problem. Working on subdivision levels all the time is the easiest way to messy model that you simply can't edit. I will give you a little bit different approach to this. And that is: Take a break. Don't get me wrong, i don't want to discurage you at all. What i mean…
@ronigeva Looks like the intersecting geometry falls directly on top of the cylinder wall edge segments and this is causing deformation when subdivision is applied. Placing intersecting geometry between the existing cylinder wall segments will allow the existing geometry to act as support (which provides room for…