@PolyDoge Looks like there should be more than enough geometry in the existing model to get a passable result. The key is to use the existing geometry as support by offsetting the edges in the intersecting shapes so there's room for the subdivision smoothing to average things out. It's also important to preserve the…
@lammer_228 Overall it looks like you have the right idea. Whether or not the shape is correct depends on what the model will be used for (hero prop, background prop, minor environment clutter, etc.) and whether or not the model needs to closely match the reference images. A lot depends on where the object will appear in…
@IronLover64 To add to what's already been said: try to simplify the mesh by dissolving and merging some of the extra geometry. Straightening and rerouting the remaining loops into the existing geometry on the back strap should solve most of the smoothing issues. Flat surfaces that are properly supported are relatively…
@IronLover64 You have the basic idea but the difference is that Wirrexx's cage mesh has support loops. Here's a breakdown of what happens to the shape when subdivision smoothing is applied: The basic shapes look fine on their own but when subdivision is applied the smoothing effect deforms the mesh and the shape melts…
@MegaSofteae Creating a detailed outline of an object's profile can seem like a logical place to start but in most cases this limits the way you think about the shapes by constraining it to a 2D space. This is why it's generally considered best practice to block out all of the major features of an object in 3D before…
@tatertots You're welcome and thank you for sharing your results and followup questions. Example images in my previous post only show the initial block out, the final topology with a smoothing preview and the final subdivision model with a shiny material to highlight any artifacts. Only showing the starting and ending…