@LouisMarshall There's a few different topology strategies for sharpening those corners while also minimizing the visibility of any smoothing artifacts. Which approach makes the most sense will depend on how accurate the shapes need to be, how visible the area is and how much time was spent creating the rest of the model.…
I don't know if this is kinda what you intended to have, but its just a simple cylinder and i slid the horizontal loops with edge constraints so they will follow the curvature of the cylinder, then shelled with loops and voila. I also used a Tsmoothed cube spherified for the top You could achieve this with probably a lower…
I had a go with that gun piece as well, I tried to sharpen the corners with local cuts and not adding loops across the whole cylinder and messing up its smoothness. Looks good for me, but you pros can comment if this is good way to add details into smooth surfaces and shapes where adding whole loops for creases might not…
Here's what Ive been doing: I modeled the wing from the top orthographic view so I can get the cuves right and add loop cuts. Then I select each half loop and move it to the top or bottom one by one. However, the airfoil is as rough as rock. The process isn't finished yet as I still need to move the bottom ones and some of…
You need more sides in the cylinder. I'd say maybe twice as many. Basically your cylinder will break because when you apply the smoothing, the edge loops you put in place to hold that shape will pinch the cylinder because they will have a large influence on the topology. The more sides you have in the cylinder to start…
@macaron10 Welcome to Polycount. Consider checking out the forum information and introduction thread. There's a few different topology layouts that would work for this kind of shape but the answer really depends on how "beautiful and correct" is defined... Quad grid topology can be nice to look at but it isn't always…
For the last 2 posts, block in the shapes with separate pieces of geo, then you can try to either model those shapes and intersections directly in the model, or you can try to line up edge loops and geo on the two separate parts and merge them together.
That's not a n-gon it has 4 sides. The issue is that the edge loop has no holding edges which causes it to smooth. That is the correct way to solve it though.