Well, for offline then nitpicking on amount of edge loops really doesn't matter, it's all about the end render(s). You will be rendering the same thing multiple times, daily after daily, client after client, etc. So some level of optimization helps a bit. But if it pushes you over budget, it's a waste of effort. So…
Nice one okidoki and just throwing in my 2cents I'd shrinkwrap which usually resolves this type of issue for most class A use cases: https://www.youtube.com/watch?v=3rlMzsBWtPY
No pro here, but this is my 5 cents. Also started with Geosphere. used a cylinder to match the topology right (Right amount of Geo) And Boolean. little clean up and TS.
@ RENDEREN :"My two cent's" I am as well a begginer in hard surfacing, but what i could tell you is that floaters can really make your job extremely less frustrating. You can easily do a few floaters there and just focus on the bevel shape's.
One note when using SG workflow is that you must make sure that there is a balanced edge density near corners so that you can get a good amount of contour instead of a mix of super tight edges in one section and blobby edges in another. Of course there are also other ways to work around that but that's my two cents. :)
Good job getting the shape right, just my two cents about a couple things you could try to push it even further: 1) Pay more attention to the size and shape of your bevels once smoothed, consistency is very important in order to make an object look clean. In your case, the sides and the bottom of the shape [the one you…
@Octavio Sorry I took a while, but here's my two cents. I checked out your model and I can't find any fault with it, it's working as intended, and you didn't do anything wrong. The shading you see happens because when you scaled that smol oval into the big oval, you also squished it. When you squish a circle like that, you…