BI0H0G The shape look fine, but there some area that cause pinching, simply because you have some very dense support loops. just move them away from each other a little bit to relax the topology ( remove some if needed ) and it'll be fine
You are thinking to hard into it Taco, that is a really simple shape. I did it similar to how Bek described it. If you need to sub-d the model then add your support loops, if you need a low poly then collapse all those edge running down the middle.
I'm still not sure what the 'best' workflow for non-primitives is yet. I make a copy of the area that needs more geo, in this case the front and part of the sides. Smooth that copy, and add/modify the loops you already have to match the curvature using the copy as a template.
Hi guys, I'm having trouble with my workflow on this shape. I have modeled many revisions and all were slow, cumbersome and have some nasty pinching. Trying to add control loops is a struggle especially along the intersecting cylinders. Thanks for any input.
Same problem as above. A cylindrical form that I can't for the life of me tighten up. The solution no doubt lies in distributing the additional edges and terminating the loops in a clever way.If anybody feels like a crack at this then here is the obj. Enjoy. http://uploading.com/files/XGKAMSEC/cylinderThing.obj.html
My low poly mesh is just over 2k polys but i know there is a more efficient way of making this topology. Any ideas on how to make the support loops that connect with the cutout holes more efficient without them having to go around the whole model?
If its gonna be seen from a FPS view, yeah its fine though. If it is TPS view, go delete some of these loops, without worried about the space between each creases(for the ones that has short space)... Quite a nice way to do it, thanks :D
Yeah that's not the best place for poles. Try to keep the lines parallels on the side. i try to think how the model is machined irl, and basically, it's simple shapes with booleans operations. So think booleans with support loops (even if you don't really model it with booleans operations)
@perandall Without a wireframe it can be difficult to provide accurate feedback but it looks like the typical pinching and stretching artifacts caused by either poorly supported shape intersections or unintended deformation. These types of smoothing artifacts are fairly common when adding shapes to curved surfaces. A…
@jimdrawandmake A couple of posts above there's a discussion about preserving crisp edges and sharp corners when merging cylinders into other shapes. There's also a recent post about merging details into curved geometry and that links back to a previous discussion that may be useful for other parts of the shapes in the…