Show you're mesh so someone can help you properly. Read a few posts prior to see they were JUST talking about this. At least show the result you don't feel is right.
You're going to get bad pinching until the indented bit in front of it is modelled in. The edge loops around that can run right into the front of the outer bit, and the inside can join onto the scalloped part.
DeathstrokeFTW I personally prefer the one on the right, I like the uniform curves more than the converging curves. Seems more like the sort of design choice artists in Star Citizen would make.
Yeah, no, these suggestions look great, I just don't actually know how to make them. I don't know how to make that slope constant, or how to remove that pinching right where the nub is.
But could've been that you used to many segments. Using right amount of Geo would make the bad "shades" less visible. Yeah, manual tweaking is almost inevitable when it comes to curvy surface. =)
Here is a test with the star with the proper topology! Really happy to see the results alive! Still needs more tweaking but going by the right pathway! Thanks to everyone that supported me! Huge learning curve! Cheers!
Hey guys, any clues what might cause this texture disortion ? It is also shifted right after exporting it from max, I ve tried to reset x form, collapse the mesh but it did not work
You know proboolean is a feature of max and not a separate program right? Also, that said, Look through this thread. Those appear to be cylindrical indention into a relatively flat surface. That kind of geometric intersection is a good 45%+ of this thread.
yep more geo. hell some of my stuff has so much geo that unless your right close up you cant tell the different between having no subdivision and have a few put on.
oh thanks :) yeah seems right thinking about it now. again thank you very much. you really did change my view on how to approach SubD both for baking purpouses and accuracy.