Hard edge rectangle extrusion on a curved surface with a subsurface modifier. I'm going mental, I'm trying to extrude a rectangle shape out of a cylinder, (also I try to get hard edges on the extrusion) when using the subsurface modifier I'm getting a pinch at the edges if I'm trying to give it another edge loop I get this…
Hi guys, So I just can not wrap my head around this and was looking all over the internet but found few things. So modeling on curved surfaces, if a want to have a cubic shape extruded in and I apply the bevel I always get this familiar shape. I know that if you go really high on the poly count the pinching is not that bad…
No problem man :) looks good. Never hurts to ask Might as well use this post to also support the idea of a new thread with 'READ THE OP AND TRY THE SHAPE BEFORE POSTING' right in the title So much of hard surface is about adding supportive geo to curves or putting holes in surfaces and that's like 90% of the posts we get I…
Hello. I am currently creating an air hole in hard surface modeling. I plan to use a subdivision surface. The base of the part where the cover is overhanging (the position of the red circle below) is distorted, and it feels strange when exposed to light. How should I fix this topology?
If you're thinking of printing this, then I'd suggest a Shrinkwrap option in Maya under the Deform menu or just simply boolean / manually edit those insets correctly on a curved surface as previously illustrated a few pages back: https://polycount.com/discussion/comment/2745029/#Comment_2745029
Is this the best way to approach a square inset with hard corners on a cylinder? Or are there any other methods/techniques that produce the same result? I just can't find the other comments with image/.gif solutions regarding about square insets on curved surfaces. Thanks in advance.
boski_miszczu You may want to add one more inner loop so it follows the shape of your object. The way how are you going to connect it doesn't really matter since it is a flat surface. But for lowpoly you may want to remove unnecessary edges.
@MaX_On Specifically! wrong place to ask on a subd modeling dedicated thread. ....but as always google is definitely your friend : https://www.google.com/search?client=firefox-b-d&q=game+asset+creation+tutorials or alternatively innovative game prop pipeline, implementing CAD -> Rounded Edge Shader therefore by-passing…
@kuronekoshiii It's important to maintain a relatively consistent segment spacing along the walls of curved surfaces. Since the larger curved shape merges into a flat area (that's perpendicular to the curved surface) there's no real benefit to extending the edge loops off of the tab shape and into the wall of the curved…
@musashidan Thanks, that's already helped, but I still cant figure out how to work this much denser area into the rest of the topology, adding more loops makes creases, and making triangles makes the surface lumpy. Triangle approach subdivided: Adding loops approach: subdivided