@martianlion It should be possible to create this geometry automatically with a bevel / chamfer modifier. Depending on the application's tool set: the width of the round over can be controlled by weights, groups or base geometry. Check the application's documentation to see what options are available in the latest version.…
@RocKenny So it might not be an issue because that square cuts the length of your cylinder but generally you don't want to just extrude outwards because it can mess up your curved surface. So what I've done is inset those top two faces first then extruded and used the already existing geo as my lower support loop. I then…
I'm about to walk out the door, so can't post any workflow pics, sorry. Ok well, a simple straightforward approach I'd suggest which pretty much works for me most of the time. Is to first breakdown the shape into basic forms, much like blocking out. So what I can see in your image, is a half cylinder with two extruded…
@its_robinson Use a narrower edge width on the highlighted support loops or use creases to reduce the effect of subdivision smoothing. The width of the edge loops can be adjusted independently or in combination. If pinching occurs then it's likely the sphere will need additional segments to hold the shape. How sharp the…
If you're able, can you please post shaded with wireframe screencaps of what you currently have? As one possible alternative to define displacement detail using a base mesh, sculpting complex surface variation would certainly capture an intended result however I think at this stage, will hinder more than be in anyway…
Good job getting the shape right, just my two cents about a couple things you could try to push it even further: 1) Pay more attention to the size and shape of your bevels once smoothed, consistency is very important in order to make an object look clean. In your case, the sides and the bottom of the shape [the one you…
So, I have been messing around with sub-D modeling for the past few months and have learned a lot. Both from this thread, gnomon workshop dvds, and many other sources. I thought I would share some of the basic thoughts that I have on the subject. I haven't really discussed them with anyone so feel free to rip them apart,…
@solitudevibes Block out all of the important forms and features that need to be visible in the base mesh. This will make it a lot easier to generate accurate high poly and low poly models that shade cleanly. Capturing all of the key details in the base mesh should solve the issue. Like Eric mentioned, an iterative block…
@Rolf To expand on what's already been recommended: a couple of post up there's a question about topology layouts for hulls with compound curves and a brief explanation of how to evaluate the shapes and fair the lines of the hull to support additional surface details. There's a lot of good information in this thread so…
The first attempt is smoothing badly because your edges don't flow along with the shapes of the knife. Your second attempt is better, but you're overcomplicating things by adding way too many loops in order to define the curve of the blade. When you add two edges so close together like you did on the side there, you're…