@guitarguy00 In the previous example: the base sphere has 12 rings with 24 segments and the subtracted sphere has 22 rings with 28 segments. Both quad sphere and UV sphere intersections tend to produce topology that requires some additional clean up. Minor differences in scale and position often prevent the perfect…
@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…
@Udjani You're on the right track. Sacboi is right about working through some additional block-outs to analyze the shape. There's a few distinct features that appear to be in conflict: the oblong boss appears to have a fixed width, the pattern draft appears to be relatively uniform and the complex profile appears to have…
@IronLover64 You have the basic idea but the difference is that Wirrexx's cage mesh has support loops. Here's a breakdown of what happens to the shape when subdivision smoothing is applied: The basic shapes look fine on their own but when subdivision is applied the smoothing effect deforms the mesh and the shape melts…
@MegaSofteae Creating a detailed outline of an object's profile can seem like a logical place to start but in most cases this limits the way you think about the shapes by constraining it to a 2D space. This is why it's generally considered best practice to block out all of the major features of an object in 3D before…