@TheLittleJay That looks ace IMO. It'll bake well and deform well because the mesh's quads are pretty evenly sized. The more even you can make it, the better it'll deform. Those loops you're unsure of won't be a problem.
stuck on how to continue (or terminate?) this edge loop. I guess I could of just made them seperate meshes, but since I got this far, its like a math problem I can't solve but must know the answer to
Originally posted by blakestone on autodesk forums, figured someone here might find this helpful as well. Every method is pretty solid with no weird edge loop hacks, or bad geo, well minus the tri's chamfer can throw in sometimes.
Something to keep in mind is that ZBrush is fast to put something together but offers nothing in terms of iteration. If someone wants a change, you'll be rebuilding it again. In proper subd, you can remove a few edge loops and iterate a LOT faster.
It seems like you're enforcing quads only for some odd reason, don't be afraid to terminate your loops in a similar fashion in the image I uploaded, just so you don't have a ton of unnecessary geo laying around
Hi! i'm new to polycount. A friend told me this would a good place to ask help for topology. I've been trying to model Ribs across cylinders but there's a lot of pinching. Tried to reroute some loops but i made a mess.
Shin: Model the base cylindrical shape with enough loops to hold the shape, cut out each panel from that base shape, go from there. Trying to model it all as one solid mesh is going make your life hell.
Thanks for the reply. I think the bit that sticks me TBH is how to effectively cap the end of that cylinder while maintaining the proper profile of the cylinder itself. Is that all done by hand? Or did you blend a quad sphere with the end of a cylinder? the main reason i didnt try to cylindrically cap the end of my bay was…
@Varravik it's worth keeping in mind ZacD had shared his solution to enable 'joining' two separate objects modeled with varying number of edge segments, basically faking a smooth transition using 'floaters' (floating geometry) in order to bake detail without generating errors from a high poly mesh too low poly proxy, then…
@LoneRanger Some of the smoothing artifacts may be the result of using an uneven number of bevel segments on areas where multiple surface angles converge. Try using the following bevel settings and see if that improves the smoothing behavior: 2 segments, 1.0 Shape, Arc Miter Outer. Increasing the mesh density tends to…