@Yogifi There's a lot to unpack but the answer to most of these questions is: it often depends. There's a significant amount of overlap between poly modeling and subdivision modeling but they are still distinct processes that require slightly different approaches. What's "right" or "best" depends entirely on how a model…
@solitudevibes There's a couple of different ways to approach modeling a lighter hood. A direct approach would be to block out the major forms with a simple quad grid then subdivide to create the necessary support geometry for the holes. @wirrexx explains this modeling process, with a great visual example, in another…
@LouisMarshall There's a few different topology strategies for sharpening those corners while also minimizing the visibility of any smoothing artifacts. Which approach makes the most sense will depend on how accurate the shapes need to be, how visible the area is and how much time was spent creating the rest of the model.…
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…
@tatertots In general: it's best practice to maintain the concentricity and consistent spacing of the edge segments that make up the walls of cylindrical shapes. Moving the edge segments too far out of position will cause the subdivision smoothing to either pinch or pull the mesh around the shape intersection and this can…
@ANAFREE Aregvan is correct: the smoothing artifact is caused by overlapping geometry and modeling this type of surface detail as a separate piece of floating geometry will be more efficient than trying to blend everything together into a watertight mesh. There's an extra edge loop that runs between the primary support…
@macaron10 Welcome to Polycount. Consider checking out the forum information and introduction thread. There's a few different topology layouts that would work for this kind of shape but the answer really depends on how "beautiful and correct" is defined... Quad grid topology can be nice to look at but it isn't always…
@UhhNope It depends on which critical part is going to constrain the surrounding geometry but the basic principle is the same: match the edge segments of the intersecting geometry. If that's not possible (because of some geometry restriction) then the next best thing is to either spread the error out over a wide area or…
@navneethdodla94 Start by blocking out the shapes and matching the cylinder segments near the intersections. Try to minimize the amount of superfluous geometry by using existing cylinder segments as support loops for additional operations. Avoid adding support loops and secondary details too early in the process as this…
Outside of specific project requirements, stock 3D certification programs and technical edge cases, there really isn't anything wrong with using triangles and n-gons in subdivision modeling. Flat surfaces are arguably the least effected by messy topology. As long as the corners are supported and the surfaces are co-planar…