For Subdivision modelling, all 3 will smooth fine with proper support loops. For low poly, the bottom two are better since it avoids long thin triangles converging on a single point.
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
@TheWiredFrame you need to model this as it would have been made in real life, separate components joined together with rivets and what not. https://i.ytimg.com/vi/90daE-lAQo0/maxresdefault.jpg
Here is a picture of what the model looks like. I was hoping not having to bevel to the center as i am guessing there is a way to fix it at its current point to fix the puckering that is happening.
Need help with a helmet. Anyone know how i can model this little thing? tried serval times but either im stupid or just approching the problem the wrong way?