@guitarguy00 You are on the right track. Really good start! The other model has a slight taper where the small outlet intersects the standpipe. This taper is taking up the size difference between the large and small outlets and evens out the intersection on the standpipe. Also the vertical edge loops are skewed to to meet…
@TeriyakiStyle You didn't help him tho, you just threw a whole lot of geo at the problem, creating new and interesting problems. There's skewing and pinching all over that thing. @mverta you're making an odd shape in an odd place with no logical quad-minded place to end your loops, that's what you're having trouble with.…
@Filip5 It sounds like the process and result you're describing is the spin tool or a curve / array modifier combination. The curve and array modifier workflow is more complex and wouldn't make sense unless there was repeating geometry in the field between the arch components. (If neither of these is the workflow you're…
This whole thread makes me wonder are all those thing gamedev related? Because support loops are big NO in game dev usually. How would you do LODs with those support loops ? Aren't hard /split edges and normal maps been invented to fix all this and editing vertex normals is a way to fix unwanted shading gradients on…
@IronLover64 Try to capture all of the major shapes in the block out before adding support loops and applying subdivision. It may also be helpful to break the grip down into separate parts and join the front and back together latter on in the modeling process. Evaluating the shapes in the reference images: The front part…
@guitarguy00 Reducing the segment count to the minimum amount of geometry required to hold a shape and maintain edge flow is a good strategy for subdivision modeling. The base geometry looks good. You have the basic shapes and loops working together. Definitely on the right track. The distortion between the two outlets can…
he probably wants to maintain the position of one of the rows of vertices - a global weld value will average their distances and put em in the middle. Target welding is time consuming, but bridging + deleting the loop as mentioned is the way to go here.
So are you trying to subdivide that? You dont have any suppport loops and tons of tris. That will not smooth. I can't tell what you are trying to do :P I'm just confused I'm not trying to be rude.
More geo lol. If you make the initial cylinder shape with more sides, the extrusion off of it wont get that pinching. Your support loop structure is right, but you just need more sides to the initial shape.
He also could have fixed it with an extra edge loop too, at least that's what it looks like. Another thing is the edges of his model are too tight.] It has a video for making welds with splines attached to it too.