I know of this Edge Loop select method you are mentioning, but this only works on polygonal objects. Unfortunately not in the SubD edge mode. The 1/2/3 method does not help to hide the SubD representation in this case. :( Thanks anyway.
My attempt at the challenge. Some areas are off but I was trying not to get too caught up in trying to make it perfect. Took about 2-3 hours including render setup (even with me just messing about with Cycles).
Ok, I did this in like 3 minutes so it's not great but it may help. The trick is not to be too anal about your topology or triangles - mash in the shape AND THEN work cleaning up the mesh. Atleast that's how I would go about it.
1. MOAR GEO(overall and above the indent shape where the pole is) 2. try to get rid of the pole(if you don´t know how, i will give you a quick example) 3. dunno, the first suggestions should be enough ;)
Arnald: delete the offending cap area and either: •Change to subobject level 3 for borders, select the hole border. Click "fill hole" in the Edit Poly rollout. •Apply a fill hole modifier Then a "turn to poly" modifier with the max sides set to 4.
Build the whole thing without doing the indent. Basically 1. Modell the thing 2. Extrude in the part you want to be the Hatch 3. Extrude it out 4. Extract that part you want to use as "Hatch" Door. 5. Smooth and see if it fits.
calen, you could always try to make it really low poly. Without any edge support Import it to Zbrush, amp the HP up without using smoothing 2-3 times, then apply smooth and amp it up 1-2 times.
Yes it´s more or less correct, but even with the now given geometry you should be fine enough i guess. Here is some kind of step by step: 1.Starting plane :P 2.Inset desired faces 3.deleted 2 polygons and adjusted it(i hope that part is clear enough) 4.Adjust shape(deleted 2 edges which came from the inset) and made new…
First you do this: [vv]1496428[/vv] then you do this: 1 - icosahedron 2 - chamfer all vertices 3 - chamfer all vertices 4 - remove all polygons except the pentagons 5 - weld/collapse all the corner/triangle vertices MAGIC!
It still needs some optimizing, but should give you one, of many, ways. Clockwise from top left: 1. spline 2. renderable spline converted to mesh 3. delete some edges and caps 4. extrude and refine 5. symmetry 6. smooth