For the Noisy Cricket's handle, I'd do it in Zbrush using the method from Joseph Drust's "Surface Variation-Surface Noise" video: http://pixologic.com/zclassroom/homeroom/lesson/helmet-design-with-joseph-drust/#surface-variation-surface-noise Hope that helps!
If you use not any smooth shading on the surface and the area around the cylinder is not curved.. that should be fine.. ( maybe one additional support loop ad the 90 degree edges).. ..or: have a look at it with some light object.. see any difference.. ?
Hello, I am a student studying modeling. While modeling, I am wondering what to do with the topology of this part. How should I organize the surface to make it quadpoly so that it does not become bumpy?
Ok, you have a surface comprised of ...16 faces and 25 verts, just a plane. When the surface is created it's planar with all it's parts existing on the same plane, in harmony. Yay! You rotate the surface on all 3 axes, blah blah still planar, awesome. Now, here comes the issue. (Oh no!) Several of the verts on the surface…
I first thought of somekind of projection; then shrinkwrapping.. and then.. "to sphere". It didn't looked like somekind of "special fragmentation of a surface".. like for example this.. arc like plaster of rectangle stones.. ..or: i just saw it :wink: