How about beveling different parts.. differently.. and i maybe even copying this parts and join them into a new object.. (or separate before..whatever you like..) like so (with quick and bad topology to just show the beveled edges): ..and then bridging and enhanceing the connection.. it seems to be that only the part where…
You don't want to disturb the edge flow or create 5 edge poles along a clean cylinder like that. Try to terminate any loops or edges on the flat surface away from the loop.
For a more general approach you may have look here: wiki.polycount.com Character_Modeling Edit: there is more in the wiki than that.. ( and posts are editable.. ;-) no need for mutltiple posts and remember @pior 's reply )
You're essentially trying to combine these shapes while preserving the clean subdivided look. Where there's overlap you either have to average the positions of both vertexes and merge, pick one side to preserve the smoothing of and deal with , or manually tweak those few verts to look like a smooth blend. This tends to be…
@sacboi so ive tried this on older blender version and this thing just fixed everything in one click. Is there a video/documentation of whats happening when i click it? Does it somehow redistribute vertex normal weight in both indentations, plane faces and curved ones? Thank you for recommending this. This is crazy
Ohh.. then this is your own design and you are free to make that problematic edgy corner into a curved corner connection.. well if someone would knew this in the first place..
what have you tried so far ? this isnt a topic to ask people to make the stuff for you, its for you to try and when you get stuck you simply ask for suggestions ;)