"is it bad" As long as the surface is flat (planar) bordered by control loops, ngons and/or triangles will usually cast no shading artifacts once subdivided or turbosmoothed. However personally as a game vehicle artist, I would fan the corners:
Hi, not gonna lie, i know this its pretty basic, but its driving me crazy.. (maybe i'm just obsessive) When i'm doing hard surface, in certain corners i get some pinchy in my shading due to the support loops. I dont know if i'm putting them wrong or if it is for the shading to look that way, since i cant really see the…
Thanks Rufuss. I did try that but this adds more loops that will be running across the whole object and I am trying to find way to do this without having too many lopps going around. They might be a way to terminate them extra loops just after the second ring but I have not found a successful way to do it yet. Thanks for…
thanks lads, I had to finesse some bevel weighting and creasing as my first shot with edge loops gave a very steepped look (due to the bevel modifier). its working, but the edge corners are still coming out very faceted. Shinigami, not sure what you mean. Are there a bunch of threads on edge loops that i've missed…