You're going to get bad pinching until the indented bit in front of it is modelled in. The edge loops around that can run right into the front of the outer bit, and the inside can join onto the scalloped part.
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.
http://www.polycount.com/forum/showthread.php?p=2206821#post2206821 It's not quite as simple blending on top of a 90 degree angle, but it's the same idea. Create floating geo loops that match the intersection, and make it blend with the meshes.
You can move the fin inwards towards other fin, this way you will have room for support loop for outer edge and it will also blend with flat top surface too nicely. Since in game it will get baked down on low poly and no one is zooming in that close to an asset. Another thing in games we are not doing CAD precision.
Hi! is this the case where I need to add more geo to have a correct SUBD without pinching ? I'm having a hard time figuring out how to place support loops around this indent to have a correct subD model. I made the low poly object like this. Now I'm trying to build the hi-poly from it and my subD skills suck. Can you point…
@Welcj When it comes to game art and high poly models for baking: there's few legitimate technical reason to extend all of the edge loops across the flat areas and into adjacent shapes. Most of the time it will just create unnecessary complexity that will make it harder to edit the mesh in the future. In general: it's…
Trying using an icosphere or cube - (Cube only) add a subd modifier (1 level) - apply it and go into edit mode - delete half the mesh - select each edge loop and add a spherize modifier - mirror mesh and weld together - add subd modifier and you now have an all quad sphere. Or try using a sphere with less loops - try an 8…
to solve your pinching, just a loop or two parallel to the rear sight should work, same deal with the shading glitches originating at the 'gripping' part on the slide ( i would try and terminate the loops somewhere earlier). what strikes me most though, is how infinitely sharp your edges are. they aren't just sharper than…
I'm asking how to make a lowpoly in this situation, because as I said I've never done anything more complex. With a simple asset I would just remove some loops or make a retopo for some pieces, but I'm not sure how should I handle something with that amount of loops and more irregular surfaces without destroying some…
thats what im slightly struggling to wrap my head about still. shouldnt you in this example use a cylinder with double the sides, so it provides the control loops for you? no need to shift edges around then