Hey guys, back from Holiday now so more 3D. :) Working on Yoda's high council chair. Had a flick through the past few pages because what you guys have been discussing is pretty relevant to the topology here. As you can see in the wireframe shot, I've started with a 16 sided cylinder to make the base shape, then I've used…
@UhhNope It depends on which critical part is going to constrain the surrounding geometry but the basic principle is the same: match the edge segments of the intersecting geometry. If that's not possible (because of some geometry restriction) then the next best thing is to either spread the error out over a wide area or…
@IronLover64 You have the basic idea but the difference is that Wirrexx's cage mesh has support loops. Here's a breakdown of what happens to the shape when subdivision smoothing is applied: The basic shapes look fine on their own but when subdivision is applied the smoothing effect deforms the mesh and the shape melts…