@headachedotpng Thank you for sharing these resources. I have a question about this process. It's very fast and there's no cleanup but the topology seems to cause problems when it's subdivided. Any thoughts on how to resolve these edge flow problems or another way to use the same process to end up with an edge flow similar…
@ralphykwix It depends on what the mesh is for and if there are any shading or normal errors. If it's a low poly model then there's a lot of loops that could be removed to optimize the mesh. If it's a high poly model then the edge flow could be optimized for cleaner subdivision and easier editing. A few things to consider:…
@rudenko_je Welcome to Polycount. Consider checking out the forum information and introduction thread. This thread has a lot of great resources so it's probably worth taking some time to skim through the recent posts and look for examples of how other artists have solved similar problems on other shapes. A couple of posts…
@borealis When working with intersecting compound curves it's generally considered best practice to rely on tools, primitives and modifiers to generate geometry with a consistent curvature and segment spacing. It's also helpful to block out the shapes before adding support loops and secondary details since this makes it…
@JBurk Looks like you're on the right track and the process just need some minor adjustments. Once the block out is complete (and all the shape intersections have matching segment counts) just maintain the same segment count ratios when increasing the geometry density of the cage mesh. The appropriate amount of starting…
@ApachEsH For general subdivision modeling: if a mesh holds its shape, is easy to work with and subdivides cleanly then it should be fine. One way to validate topology and mesh flow strategies is to test it out using subdivision preview and a reflective material. Rotate around the shape in the view port and look for…
@"Klo Works" It depends on what the mesh is being used for and what it's part of. Both methods are viable but with subdivision modeling the goal is to use the minimal amount of geometry that will hold the shape and maintain a smooth edge flow. Outside of the few edge cases where the boxed corner interfaces with other…
I'll be showing the doublesmooth method or whatever you wanna call it. The point is a turbosmooth modifier that respects smoothing groups/hard edges, using it's iterations to control edge smoothness. It has some performance disadvantages, but the main advantage is working with curved surfaces like a cylinder because it…
@anotherdoseofcorey Translating approximate 2D shapes to a reasonably accurate 3D volume can be challenging so it's best practice to start off by blocking out the basic shapes to figure out how it all fits together. Below are three possible options for creating the recessed area around the small cylinder. The first example…