(I'm hiding the top because I didn't manage the edges properly) Basically you just want to start with a sphere with a lot of divisions, I started with 128 edges, ended up with 192, but it looks like you'll want a bit more than that to exactly match the concept.
No i dont I think it was caused because I changed the vertices position and my question was do you guys solve this because this does not effect in uv will it effect anywhere down the line like in final render or something..sorry if noob question new to 3d world
I feel like I keep running into the exact same circumstance and never being able to figure it out. It's these 'concave' corners on a curved surface. I cannot for the life of me figure out how to get supporting geometry for a subdivision surface in so that the result appears smooth:
This is driving me nuts, I need to keep the curvature of the cylinder but not have it warp like the half cylinder and it's extrude half. I'm using creases for this example. unselected cylinder is set to 20 faces, half cylinder is 20 face cylinder cut in half and one side extruded.
Hehe glad you like it. Nah, I started out with a hedra(Namely Dodec/Ico hedra in Max), from that point I extruded inwards the triangular sections and extruded outwards the pentagons, after adding the cuts on the extruded pentagons I chamfered the entire thing. :D
I have a blind idea, I think I'm just going to go through with it... This feels like one of those times where I go through a process that takes me a couple hours only to find later that it could've been done much, much quicker..
It all depends, if your uvs are going to 100% perfect, and completely distortion free, painting in some seam lines like that can be easier, but if they're not, you're going to have trouble getting a clean result. Anyway, it would be pretty easy to whip up a simple test case.
Thanks for the idea, I'll keep it in mind for a future project. I think it might be a little different from what I need for this one in particular though. That looks really good, I think I might be able to get it with something like that. Thanks for the help, will try it out.
@throttlekitty @MaxHoek thanks for the suggestions guys. Throttlekitty was especially useful - i've never used the vertex align tools script. must check it out. ShrinkWrap looks like it might get me the result i was looking for but i've always found shrinkwraps to be a bit fiddly in the past.
@silvianrusso just get rid of those orphan loops and u should be fine. But keep in mind that that cilinder u just booleaned could use some more segments. Like someone mentioned above, u can terminate loops almost anywhere on flat surfaces. Cheers! :)