Hey guys, I'm having trouble modelling this. I can see some tiny ridges when I subdivide. I'm unsure how exactly to close the loops without it giving a slight bump. How would you guys go about this?
I'm trying to model this shape: But when I add subdivision, it collapses and doesn't work like I want. I added support loops, but there is still that strange curve. How would be the correct topology that would get that shape without that kind of artifact?
@perna Sorry, I posted that before I saw your explanation. (forgot to reload the page) I'm using blender and use a bevel modifier, so I use that as my control loops and clean up afterwards. Thanks for clearing things up.
Besides @Doguib7 if its a flat surface u dont have to mantain perfect topology with all quads and shit, u can get away with pretty much anything, that is, finishing loops in the middle of nowhere (generating Ngons) wont create any issues.
Not wanting to sound like a parrot (probably am one already), but look back in the threads and you would have found the answer(s) to your problem (there are flat surfaces you can simply terminate the edges, make an inset of the loop, etc etc).
Hi, I think that you are having triangles in your model, the which is causing the distortion, adding control loops along the trim geometry would solve your issue, in addition a trim should have thickness that may solve also some of the problem:
Yep, the mesh on the left is just lining up some cylinders to get the proportions and segments lined up, the middle is the unsubdivided cage and the right is the high poly. I used booleans to join the cylinders and then some vertex cleanup and edge loops. Glad it helped :)
As we are talking about booleans, is there any good way of reducing the amount of manual work of setting control loops? I mean, you can have way less manual work (or none) with marius' quad chamfer script, but what do you do if you don't have it? Max quad chamfer can sometimes help, but most of the times I have to manually…
not sure what you mean. First, I made the strip, then added 2 edge loops and after that I subdivided everything to have enough geo to work with. Or did you mean that I should add all edge loops I need by hand? Anyway I'll continue working with it after we finish another element but one thing that slows everything down is…
EDIT: Fixed it. :D I just had the shape wrong and had some faces that were the complete opposite of flat. This part is driving me nuts. This is what I'm trying to model: This what I have: Originally those two supporting loops continued on, but then I ended up with the usual unwanted pinching. I tried a variety of different…