@macaron10 Welcome to Polycount. Consider checking out the forum information and introduction thread. There's a few different topology layouts that would work for this kind of shape but the answer really depends on how "beautiful and correct" is defined... Quad grid topology can be nice to look at but it isn't always…
@guitarguy00 In the previous example: the base sphere has 12 rings with 24 segments and the subtracted sphere has 22 rings with 28 segments. Both quad sphere and UV sphere intersections tend to produce topology that requires some additional clean up. Minor differences in scale and position often prevent the perfect…
@Daf57 The base geometry that's controlling the subdivision isn't dense enough to support the perforations. For that to work the mesh would have to be subdivided to an appropriate level before the perforations are added. There are several alternatives that will look better, work better and require less effort. If the model…
Catmull–Clark subdivision averages between existing points and this creates a smoothing effect. Uncontrolled subdivision smoothing tends to deform shapes and shape transitions that lack supporting geometry. Creating shapes that have crisp edges and minimal smoothing deformation often requires adding support loops on both…
@rudenko_je Deciding whether or not certain smoothing artifacts are acceptable really depends on a couple of different factors: * Are the smoothing artifacts on a part of the model that's visible to the player under normal game play conditions? * Are the smoothing artifacts significant enough to still be noticeable when…