@PixelMagic It's difficult to provide more focused feedback without seeing any specific examples of the topology layout's you've tried and the smoothing errors you've encountered. Most of the advice that's been provided should get you close to some kind of usable result but there's no real way around the fact that it will…
@JBurk Looks like you're on the right track and the process just need some minor adjustments. Once the block out is complete (and all the shape intersections have matching segment counts) just maintain the same segment count ratios when increasing the geometry density of the cage mesh. The appropriate amount of starting…
@tatertots In general: it's best practice to maintain the concentricity and consistent spacing of the edge segments that make up the walls of cylindrical shapes. Moving the edge segments too far out of position will cause the subdivision smoothing to either pinch or pull the mesh around the shape intersection and this can…
@Laon A few posts up, there's a couple of relevant examples that cover how to use segment matching to connect a cylinder to a curved surface and how to route the topology around the base of a cylinder that connects to an angled surface. The basic principles of these fundamental modeling strategies can be combined to…
@rogi92 Manually extruding and filling polygon strips can be a viable modeling strategy but some of the shapes in that mask could make it a tedious and time consuming process. Since you already have a solid start to outlining the shapes: consider streamlining this modeling strategy by using Blender's curve system to layout…
@Udjani You're on the right track. Sacboi is right about working through some additional block-outs to analyze the shape. There's a few distinct features that appear to be in conflict: the oblong boss appears to have a fixed width, the pattern draft appears to be relatively uniform and the complex profile appears to have…
@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…
@guitarguy00 In the previous example: the base sphere has 12 rings with 24 segments and the subtracted sphere has 22 rings with 28 segments. Both quad sphere and UV sphere intersections tend to produce topology that requires some additional clean up. Minor differences in scale and position often prevent the perfect…
@rudenko_je Deciding whether or not certain smoothing artifacts are acceptable really depends on a couple of different factors: * Are the smoothing artifacts on a part of the model that's visible to the player under normal game play conditions? * Are the smoothing artifacts significant enough to still be noticeable when…