Personally if I was you I would either re-model the section and think more carefully about getting nice smooth loops for adding control edges or don't worry about a couple of n-gons on the flat sections and just fix it up until it looks good.
You don't need to have a pretty detailed mesh to get nice results. Hope this helps, i posted it on my blog long time ago. You can save geometry using pentagons in the loop intersections. http://blog.whiteblaizer.com/2009/08/otro-truquillo-subdiv/
I did that but its still the same. The broken result is still there. as i mentioned before its with a turbosmooth using smoothing group options. but it should work also. without smoothing group option its getting too round and the highlights ger rid by using support loops
Can anyone confirm this is working? Is there a more efficent way? I have tons of loops running around. Ignore some of the shapes this was my first attempt just to get the general idea of this thing. Also there is a little N-gon but it is not causing any shading issues in the sub-d.
@PancakeMSTR Overall the topology routing around the major forms is well structured but the undulations in the shape is an issue. There's a lot of stray edge loops coming off some of those cut outs and this disrupts the segment spacing that controls the smoothing behavior of the curvature along the sides. Dissolving some…
@rogi92 Which approach is best will often depend on the specifics of a project's technical requirements. There's a lot of ways to approach modeling this part but there's also a lot of different factors that can influence modeling strategy decisions. Broad, open ended questions lack the context required to provide…
Okay so the quick bit out of the way first, regarding the "bad topology" cylinder caps (it looks fine tbh) - there are two good way of capping cylinders that I know of: Both only work for even sided cylinders. Regarding the square becoming a circle, it's due to needing supporting loops. You should look them up, but I'll…
@Tenshi Hey buddy! Perfection you say? I can get you closer to that. If you start off with a low-segment, evenly spaced curve and turbosmooth it up to where you want it to be, you'll end up with a way more consistent curve. You inserted a loop into the curve at the bottom to make the bottom edge sharp, but in doing that,…
@ANAFREE Aregvan is correct: the smoothing artifact is caused by overlapping geometry and modeling this type of surface detail as a separate piece of floating geometry will be more efficient than trying to blend everything together into a watertight mesh. There's an extra edge loop that runs between the primary support…
You're most of the way there, just a couple of further adjustments and done, anyhow regardless of technique a few points I think worthwhile keeping in mind: Firstly, since your reference is basically a flat - planar surface so instead of a traditional continuous poly strip subd method, I decided on terminating loops when…