@Varravik it's worth keeping in mind ZacD had shared his solution to enable 'joining' two separate objects modeled with varying number of edge segments, basically faking a smooth transition using 'floaters' (floating geometry) in order to bake detail without generating errors from a high poly mesh too low poly proxy, then…
ZacD whilst the proportions on yours look good (better than mine at least) I think there are a couple of things wrong with it. Firstly, the little handle you have done at the top is actually the flush button. If you zoom in you can just see the edge of it around the bottom. Secondly, the lip at the back of the lid seems to…
Edited again; obj here... http://www.2shared.com/file/7609759/44faf75a/Poly_high_quads.html max file here... http://www.2shared.com/file/7605887/57665c95/Hi_poly_part.html ZacD This is probably the solution you could go for... It's not perfect but really it doesn't have to be meshsmoothable, for instance you could make a…
All you should need are some support looks here(red), you could also consider collapsing the green lines here, but not sure if thats needed. Cut in some extra geo(blue) and tweak a bit/pull it out from the surface a little if you need to, to keep the smooth curve. ZacD: I don't think you can say its "wrong", its important…
@perna: thanks, it seems that the best solution is often the most obvious one. @ZacD I'm trying to use as less geo as it is possible for a challenge. Also I'm having a hard time trying to model car seats properly. I even drew some guidance mesh, tried to follow it but it looked wrong and it still looks wrong. I can't…
Yes, the effects of subdivision have been witnessed but the application is something we have to experiment with. Predicting the best solution to an unfamiliar problem seems difficult, sometimes impossible. The response to ZacD's reply in keeping smooth edges was interpreted as wanting a contiguous surface that could be…
I have this simple pattern that i want to duplicate across to form a wall or floor or whatever. Can i just combine them instead of merging verts, because it doesnt seem to welcome that unless i go to each 2 verts. Also i see that it would be too many polys, should i texture such things as mentioned above by zacD? To me im…
Great to see all of the community input on different approaches for the modeling operations. @abronee Have to agree with @ZacD: The primary issue here is figuring out the basic shapes that the designer used to generate the overall form. Gathering some additional references [Turn around images.] should make it easier to see…