If it looks good when smoothed and those poles don't show up, then you can leave it as it is. Use a high gloss material so that surface highlights show more obviously and will enable you to spot bad smoothing more easily. If you don't want the poles to impact your smoothing, you could add another edge loop and weld your…
I'd just like to ask, is there anything wrong with having triangles and N-gons on the high? I know it can create smoothing errors with turbo-smooth, but will it affect the final bake? Some meshes I have tried It's difficult to have zilch tris and N's.
Hi, Having trouble with the topology for this one. How would you guys do it to have a nice smooth intersection between the cube and cylinder? I would also like to have thin rounded corners. Creasing the edges and smoothing in Maya resulted in pinched corners =/.
I need help to fix an issue of puckering on the corner where i beveled. When i smooth it i get some issues showing. Left is showing the topology and the right shows the issues once it is smoothed. How do i fix this issue of the the puckering?
Did this a while ago. I started from cube and save these edges as selection set. After smoothing the selection set would give me this. Then I smoothed a 1x1 plane and shrink-wrapped onto the first object and start doing quad draw from there.
@Jantaaa Your problem is that you have two edge loops really close to eachother. To solve this smoothing issue, make sure that the vertices on the corner of the outer edge are away from the corner. This way you give subdivision more space to smooth it out. Hope this helps Edit: When doing subdivision modelling and you…
Hey everybody! I started to work on a personal project, a Helghast Helmet. I would like some feed back on it, and I have some doubts about the geometry, here it go. I started with the top part, and this is the geometry I have so far. This one is the smooth Preview And this one is the smooth preview + wires. Those red arrow…