I was browsing BlenderArtist.org and came across Poles and loops a very good topic for Topology reference and learning I read a bit and I now understand why i cant select certain edge loops...its because they never WERE edge Loops
So I'm working on an object using subdivision surface. Below is the model as it currently sits. Don't mind the unfilled caps and whatnot, they aren't the problem. Below are some pics of the topology. The first is the mesh without sudb. The one after is the mesh with subd. Now for the problem, which I'm almost completely…
not sure about blender, but on max with swift loop and maya with insert edge loop you can have it try and maintain the curvature when adding edge loops. but normally if i need more geo, i jsut remake that section, with a primitive that has what i need.
Thank you, Cookedpeanut. Even with two loops instead of three, the problem persisted; there was still that artifact caused by the loops being too close together. Sometimes this happens so I decided to stop the loops altogether with a quad, and have a single loop running around the model, which solved everything. In the pic…
I'm designing on-ear headphones with the ports in the cylindrical base shape. I've tried to reduce the loop count, it was causing shading issues but unfortunately it continues to have shading problems. Does anyone have suggestions for handling this differently?