Here's a really dirty fast go at this, proportions are all way off, but you get the idea... Use enough supporting geometry and use a cylinder to booleon out the inset area you have marked within the red square...
Would be nice if you could post your current model so it would be easier to help. To me this looks quite simple, just do a cylinder with enough segments and create some extrusions. The inset could be done with an Lattice.
4 quick steps: A. Make 6 sided cylinder B. Bevel/inset Top/Bottom faces C. Select and Bevel 6 edge loops(at once, of course) D Loop slice, with 2 symmetric loops And another one for fun, turn a cylinder into a hexagon. A. Create 18 sided cylinder with 3 segments, scale to desired proportions B. Select every other third…
@metalliandy The curved inset piece is fairly deep, and if I place it slightly outside of the base door mesh, the flat part of the base door mesh covers the majority of the curved mesh. Im unsuccessfully trying to render a normal map right now.
OK so back on track here. I'm having trouble with an inset bevel on my Leica M3 model. I can tell it's a topology issue, but I'm having trouble figuring out the best way to cut in the extra detail to prevent the problem.
@Guy with the scope; Make a box, inset it twice and turbosmooth. You can prolly figure it out from there. I tend to bake a lot so thats what I had in mind here, use surpher's method if you want more control.
Not wanting to sound like a parrot (probably am one already), but look back in the threads and you would have found the answer(s) to your problem (there are flat surfaces you can simply terminate the edges, make an inset of the loop, etc etc).
It's not? It looks like pole on edge of cylinder. Insetting (or outsetting if you're not fan of inverting selection) area around the cylinder should get rid of your problem by moving the triangle on a flat area where it won't be visible. Oh. And...nicely planned topology :poly121:.
Yes it´s more or less correct, but even with the now given geometry you should be fine enough i guess. Here is some kind of step by step: 1.Starting plane :P 2.Inset desired faces 3.deleted 2 polygons and adjusted it(i hope that part is clear enough) 4.Adjust shape(deleted 2 edges which came from the inset) and made new…
If you're thinking of printing this, then I'd suggest a Shrinkwrap option in Maya under the Deform menu or just simply boolean / manually edit those insets correctly on a curved surface as previously illustrated a few pages back: https://polycount.com/discussion/comment/2745029/#Comment_2745029