@guitarguy00 Looks pretty good. If it's subdividing without pinching or stretching then you should be good. The only thing I would change (being nitpicky) on the back of the mesh is matching the edge flow from top to bottom. The bottom has that extra loop that veers off to the side and I think if you used the same layout…
Thanks again so much. This is a picture of the back. Any tips on how to clean it up? There is no noticeable pinching now on the High Poly so maybe any cleanup is not needed but still nice to know. I was planning to make the Low Poly first and then add in loops/insets to make the high poly later but with this model it…
Shingami: Why do all the splines need welding? Are you using that as the low poly model for in game use? If so will just tapering the ends and intersecting the pieces not work? le_kruemel: The can is in two halves naturally anyway. don't take the loops further than needed. Also, the above tutorial should help. Yes the…
Had a go at this, it was kind of tricky with the triple intersection but hopefully it helps. The key thing with joining cylinders is adjusting the sides to get as many lining up as possible so you won't have to start welding at awkward angles and distorting the shape. Also try and think about where the support loops are…
s6: you've got a bunch of redundant loops there, 1 spit on the side of each rail; and 3 down the center, removing would drop your geo count quite a bit.
my way, letting the cylinder be the control loops. (do mind this isnt thought throu, just thrown together, you need to adjust the cylinder sides so it works for you)
For Subdivision modelling, all 3 will smooth fine with proper support loops. For low poly, the bottom two are better since it avoids long thin triangles converging on a single point.
Snader I don't think he means removing the loop only that edge. So it becomes a "quad" but it does not really matter, since it won't change the shape or anything really.
@Alex1 Thanks so much! This looks a lot better than my approach. I was really struggling without those extra loops, but wasn't sure how to add them in.