There is no need for obj :), try this 100% quad way and see, it's only a bevel, some verts tweaked, a cut, and some points moved again to fix curvature.
Hmm. I would delete the bottom faces of each headlight and bridge them together then use move and edgeloops to get what you need. actually the gap in between should flow the hood of the car so place em exaclty where they should be on body, then start moving the newly made vertexes to get what you need. I'll do that when I…
Hey, you can probably get away with some skewed UVs as long as you're not putting on some UV-projected thicc pattern. Grab the red faces and move them up, then grab the green ones and move them down, like so: There will be room for padding in all places but that little armpit. Test and see if it works for you. Or you…
Model your coke bottle in Maya, then GoZ it to ZBrush. Also, What happen to this thread being about geometry not how do i make this object? Or was it moved.
You can move the fin inwards towards other fin, this way you will have room for support loop for outer edge and it will also blend with flat top surface too nicely. Since in game it will get baked down on low poly and no one is zooming in that close to an asset. Another thing in games we are not doing CAD precision.
step 1. Create a Box (turn into edit poly) step 2. Copy the box and put a TS on it with 2 iterations. Than an Spherify Modifier step 3. Move them to the center, and make sure that the Sphere is scaled up bigger than the box. step 4. Choose the sphere and go proboolean, choose intersection and pick the box. step 5. Clean…
Same thing as above just more sides, adding/deleting edge loops in certain areas, moving verts to fit the curve and etc, .obj example provided: Download
I actually use 5 sided polygons in a lot of places in my models. As long as it smooths as expected or the issue is very small just move on to more important stuff :)