I don’t think you need use subdivision surface modeling for this kind of shape. For me it looks like for this shape it’s easier to use booleans and bevels. Topology doesn't matter much. You end up with big amount of n-gons, but since those mainly will be on flat surfaces they will not affect shading.
Thank you everyone, I took your advice and have started redoing everything. However, the wing poses a huge problem: the shape is too sophisticated. It has a strange curve I currently know two ways of modelling it without subsurf and none of them work out. I can make the airfoil shape first from the side view, then make the…
Hi everyone I'm trying to model a leg of a Lego figure. There are 2 drills there, one of which is on a curved surface, and the other on a flat surface. A dril in the curved surface has details like bumps and other surfaces. I got problem in the bevel part i try to keep the topology clean and Quad. Can someone help me?
@IronLover64 I recommend you take a few steps back and use a less complex object for practice. Try to get comfortable with subd modelling first. Generally if a surface is continuous, like the wing and body, you should model it as a continuous surface, otherwise don't. Wirexx already showed you how to do this.
If you're trying to mix hard edges and curved surfaces, its best to rough in the curved surfaces with a very low edge-count, and then subdivide that so you have enough edges to work with for the hard-edged stuff. edges spread smoothing and distortion across # of edges, not distance, so by adding more edges you minimize…