@its_robinson Use a narrower edge width on the highlighted support loops or use creases to reduce the effect of subdivision smoothing. The width of the edge loops can be adjusted independently or in combination. If pinching occurs then it's likely the sphere will need additional segments to hold the shape. How sharp the…
Good job getting the shape right, just my two cents about a couple things you could try to push it even further: 1) Pay more attention to the size and shape of your bevels once smoothed, consistency is very important in order to make an object look clean. In your case, the sides and the bottom of the shape [the one you…
@drakewho looks like I found the reason why you have that shading artifact. Try to add this support loop: What level of subdivision and number of Bevel segments do you want to have? Level 1 and 1 segment?
In this case more geo is a better solution as the shape doesn't smooth very nicely but you can select edge loops and use creasing also on any subdivided mesh. *Object on left has no creasing and object on right has 0.5.
I definately did this, in my third picture. For some reason it was still giving a nasty error, but not all the way down the cylinder. Like I said, I'm probably doing something else wrong, but I did terminate the loop.
just to conform how do you add more geo usualy? i personally make a cilinder or other primitive with enough loops to hold and then i bridge to the rest of the model and on plain surface i make t-junction or ngone
1-3 are simple, 4th stage i just folded the strip. In the last stage i just cloned the folded mesh and merged it together then deleted the parallel edge loops, then beveled the spiral edges and moved the middle edge outwards.
Thanks for the video, definitely helped with the part. But there's something in there that modo seems to own at? It relaxes that square-ish circle into a real circle. In WAY 1. Right after you cut out the sides and fill them in and then drag the a new loop inward.
Alright here is the mesh. The problem is the part just doesn't look smooth and clean like the other parts of the bike. Also when i add edge loops for the sharp corners, the parts that are supposed to be smooth get weird edges on them.
What about layers and mesh duplicates? I usually duplicate a mesh with its base geometry which is ready for support loops for the highpoly. This way if I mess up I can go back to the original mesh and start over.