Here is my base mesh, it is basically a cylinder and a cube joined together. With a bevel modifier and a subdivision surface modifier it looks how I want except around the two triangles where the cylinder and cube fully merge. I'd really appreciate some tips/guidance? Thank you!
Start with a quadsphere bro. Max unfortunately does not have it as a standard primitive so you have to make it by starting with a 6 faced cube then add these modifiers: meshsmooth spheriphy meshsmooth spheriphy make sure to top it off with no less than two Edit Poly modifiers to be sure though.
To me, everything is an unfamiliar surface since I am just learning and so I work in this fashion so that I can see any problems or errors I have made. But then the support loops I end up adding in the process mess up my topo so much that I can work with the rest of the mesh. So my question is, how can people iterate with…