Edge loops are transferable between modeling apps, edge weights/creasing typically isn't. So if you're only going to be using one modeling app, then creasing can be a more efficient workflow...
start with a cylinder with as many sides as the banana has do some loops and scale into a straight banana shape detach and deform the lower parts to match reference ffd modifier to curve the upper part
This is model from a car, its not subd but it has so many polygons, how do you model this? Im thinking one way could be making it subd and then optimize it (delete edge loops).
Something of a balancing act obviously as you advocate minimal geo but that example mesh looked far from minimal. :). But thanks for putting this together, it's appreciated! I'll keep those double loops in mind...
I do not believe Per was talking using creasing. I believe he is talking about the difference between smacking in manual loops and using chamfer/inset tools to do the heavy lifting.
What to do from this shape arranges to leave so with turbosmooth result me but same it isn't correct, or to add loops I only don't know as well as where prompt!As it has to be correct?
Can you demonstrate a bit how the smoothing groups/turbosmooth works, please? Is it similar to creasing in a sense that you don't need to add any loops to get the nice bevel you're looking for?
I'm having a hard time figuring out how to remove this pinch without adding any more loops how do i keep the round shape and create that net effect of the cut below?
Hope it's "clear". Just delete the inside loop(the polygons marked with red) and bridge as marked with the blue lines. That should give you the ceiling you want. It it's not clear yet I'll just do it in 3D ^^.
NOOOOOOOOOOOOOOOOOOOOOOOOO, but but but, i mentioned that i didn´t tweaked the shape :D But yeah, the best method for this would be to create the control loops first and then extrude. So you don´t have to tweak manually.