@IronLover64 To add to what's already been said: try to simplify the mesh by dissolving and merging some of the extra geometry. Straightening and rerouting the remaining loops into the existing geometry on the back strap should solve most of the smoothing issues. Flat surfaces that are properly supported are relatively…
@viqhaas Welcome to Polycount. Consider checking out the forum information and introduction thread. Overall it looks like you have a pretty good start with the base mesh and will just need to adjust the support loop routing on attempt 2. The vertical deformation in both attempts is caused by the support loops that run off…
Uhm, actually model created in 2 parts, shell and a regular sphere inside. Because they have got float distance between (doesn't touch each other), it's not a negative extrude/bevel seam. Yeah, but modeling steps is similar. * Start with a sphere 32x. +Editpoly modifier * Select some loops, chamfer edges (in max chamfer a…
Thanks @Joao Sapiro, Yeah I understand and actually that was part of the reason for snipping, it seemed like I was off to a very bad start and I didnt want any new potential commenters to write me off straight away, I guess it didnt achieve the desired affect. I do appreciate the time everyone takes to post here and you…
@borealis When working with intersecting compound curves it's generally considered best practice to rely on tools, primitives and modifiers to generate geometry with a consistent curvature and segment spacing. It's also helpful to block out the shapes before adding support loops and secondary details since this makes it…
@PixelMagic It's difficult to provide more focused feedback without seeing any specific examples of the topology layout's you've tried and the smoothing errors you've encountered. Most of the advice that's been provided should get you close to some kind of usable result but there's no real way around the fact that it will…
@Tosyk When searching this thread there isn't always a direct copy of any specific shape but there are often examples of similar shapes and similar smoothing artifacts. Looking at how other artists solved similar problems can help inform which topology strategy would work to resolve a specific mesh smoothing problem. The…
I gave up for now on trying to finish the exact details of the shotgun I was working on and decided to move onto some other guns to keep practicing and improving. I think I learned a lot and made some decent models, but I decided to move onto something else that wasn't a gun. I chose a C-17 Globemaster cargo plane. Figured…
@JBurk The underlying topology in both your examples, with some minor adjustments, could work. Which starting topology layout makes the most sense will depend on whether the shapes need a softer or sharper transition. With subdivision modeling there's almost always going to be some kind of minor smoothing imperfection and…
@ANAFREE Aregvan is correct: the smoothing artifact is caused by overlapping geometry and modeling this type of surface detail as a separate piece of floating geometry will be more efficient than trying to blend everything together into a watertight mesh. There's an extra edge loop that runs between the primary support…