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?
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:
Hey guys! I wonder if there's better way to make shapes like this: I think i never saw this kind of tricky shape merge explained. Especially when there's a subtraction on the curved shape at the same time. Also there may be a big chamfer at the boolean's intersection. To me it's a nightmare and always done by hand at the…
well you could calculate the limit surface of the catmull-clark subd realtively easy, either recursively, inputing the amount of iterations you will do, or non recursively to get a theorethical limit surface.
Ok here you go. Keep in mind that you allways want your geo to be evenly spaced on curves surfaces. Generally the squarer/more even your polys are the easier it is to get a smooth surface.