Honestly, the fact that you had to point out the error, means its minor enough not to worry about. It would be good to see your attempts to add further detail, without that its hard to give any additional advice.
Your edges are too tight, and too few. Add more supporting geometry so your polygons aren't so large/stretched apart, and make sure your support loop edges/chamfers aren't super tight. :)
Bear with me, i fucked up the shape (no ref used) But. 1. Create the main shapes that define your object 2. Create the part that will be subtracted or added to your primary shapes. For ex. The big cylinder in the middle is to cut a curve into the base big rectangular shape. However the spherical shape (the sphere that is…
thanks everyone, :) @throttlekitty but your example will show the seam if you bake it right ? when I try transfer normals it's not working, but it's fine with flat surface. I added more geometry and it's do the trick like the image below :) so this method only works if I really want a perfect bake. otherwise will show the…
Take a look at this, maybe it will help: From this point, you will need to add another strap that goes spiral in opposite direction. Also, you will have to apply some of the strap's modifiers to wrap the strap around axe's head. Hope that will help.
@drakewho looks like I found the reason why you have that shading artifact. Try to add this support loop: What level of subdivision and number of Bevel segments do you want to have? Level 1 and 1 segment?
You could probably add a support edge at the top. Should reduce the pinching. Maybe something like this? It's hard when you don't have the whole model, so someone else is gonna have to help you with the parts in circles.
just to conform how do you add more geo usualy? i personally make a cilinder or other primitive with enough loops to hold and then i bridge to the rest of the model and on plain surface i make t-junction or ngone
Alright here is the mesh. The problem is the part just doesn't look smooth and clean like the other parts of the bike. Also when i add edge loops for the sharp corners, the parts that are supposed to be smooth get weird edges on them.
You can turn that tri into a quad like this: green: add red: remove You'll still get a pole there though which may not smooth very well, unavoidable really. Another even easier option, this time just removing: