I am trying to create perpendicular edges partway through a square-ish shape. I want one edge to be soft, and the other sharp. My first attempt: With this attempt I thought to pull apart the edges on the soft edge, so they diverge away from the hard edge and minimize the issue. The topology: The Issue is that I still get a…
It looks like this: It seems that it fixes the problem mostly, but I'm hoping to make it just a bit cleaner (fixing up the distortion around the vertices/edges I moved). That may just be limitations with how the model is shaped though :)
Have lots more geo. Imagine your mesh with some subdivisions, and without that problematic vertical sharp detail - once everything looks correct, you can easily get that vertical sharp detail by pulling an edge without much support loops.
Yes, that would be the solution. The highpoly is simply just "data" that will be used in the bake maps, so it doesnt matter what to do to achieve the high poly. If you are working low to high and find issues, make the low, duplicate it and put enough supporting edgeloops and then subdivide for the high.