Hah, funny coincidence, I just started making it myself. Here's the wires for it, maybe it helps. Some parts are pinching a little bit, but it's a fairly small amount and it works for me.
@viqhaas here's something i did for my modeling blog that it's pretty similar. You can avoid a huge amount of work using mesh projections with similar polycount/number of edges.
Thank you guys, you gave me inspiration :) I did bridge two edge sides and then I did connect on the same amount of subdivision and then I merged the vertices. That's all.
well you could calculate the limit surface of the catmull-clark subd realtively easy, either recursively, inputing the amount of iterations you will do, or non recursively to get a theorethical limit surface.
@perna Are you referring to me? I only tagged one person and although he was the last poster, someone else might've posted in the amount of time I took typing. Edit: :p
I want to take the sphere and duplicate it along the curve selected, I'd like to be able to control the amount of duplicates and the distance apart. How can I do this? Im working on Maya 2017
To be clear, this thread is named incorrectly. It's really "the appropriate amount of geo for the task at hand". Could be more, could be less ... it's all context. But you SHOULD err on the side of less. It's easier in the long run.
Maybe put the details in normal or displacement slot? or use a pattern in Zbrush to apply a tileable alpha. this is possible but would require a certain amount of time if you want to model it in your 3d app.
But could've been that you used to many segments. Using right amount of Geo would make the bad "shades" less visible. Yeah, manual tweaking is almost inevitable when it comes to curvy surface. =)
Even with an excessive amount of segments still get the same issue of the pitching and it causing a bump. If any Edge loops are placed even kinda close to where the bevel is it pitches like crazy even more.