I might misunderstand you, but this is what I meant, detach the green front so you didn't need those edges: No need for those loops for example. Also, triangles doesn't really do any damage if the are on a flat surface, because the main issue with triangles in subd, is that they often introduce pinching, but it shouldn't…
couldn't you just get a quad'd sphere with enough polys. then delete the circular shape. then extrude polys inwards and cap. doesnt matter if geo is too messy its flat
is there something similar to the shell modifier in maya? whenever i have pressed metal pieces i always model tht shit like it's a flat plane then apply a shell mod
Actually not hard at all...make some edgeloops folowing the curve...once your on a flat surface you can go crazy with your topo....if you have to ;) Sloppy paintover:
Having trouble with the chamfers on this truck cabin. I start from a cube, chamfer or bevel all 4 edges of the cube, and then try to inset for the window, inset for the driver side window... but then I realize, it's really hard to control my bevel loops, subdivision, and get it to look like the truck cabin from the…
How would I have the inner shape (as well as the star that would be in the middle) conform to the curves of this Captain America shield? The shield is curved but the blue portion of the star is flat My reference
Just my suggestions mAlkAv!An Just want to make sure you can tell, I'm saying the back should be flat, the sides of the seat should be angled, and that curve should be softer.
@DeathstrokeFTW I see nothing wrong with that topo; why you hate that? @Evidenz If the surface is flat (like your first example) , I see no reason to not relax the corner more, like this: