The pinching is ocurring because your geometry is denser there -- which increases the tesselation in that area. A good way around it is trying to have a more uniform wireframe, either by removing stuff, or working in more edgeloops. It's fiddly, but you can do it!
Can we see the base mesh ? You should probably go down in subdivisions, use the smooth brush to "equalize" the geometry, and rebuild the shoulder without pinching it or move topology too much on sides, just push and pull.
Maybe try to add some fleshiness to the lips, they are razor-sharp ATM. I was also liking the lips in the initial version a bit more, since they seemed more relaxed and natural. On the current version the lips are very pinched in the middle.
Hi Guys, I'm practising my high poly modeling and I keep having problems with sections pinching horribly when I smooth them. I've made an image with an example of this. Any chance someone could give me some pointers? Thanks.
I'm getting this ugly pinching any time I try to subdivision model a cylinder with a rounded cap. What's the secret trick here. I tried with a lower number of segments and the problem is still there it's just less noticeable.
There's probably a much better and more efficient way, but that's all I could come up with at a pinch. I use Maya- still need to get around to learning Max!
no! bad frell! no texturing for like 20 more hours of work on this, seriously! i'll do you a paintover, but i've had a few drinks, so take it with a pinch of salt...
Hahah, mine was too. But... you get some distortion, it tends to vertically "pinch" a bit in the middle of the rendered map. The distortion amount varies with different torus radii, but it's always there. :\
All you have to do to test if this works or not is look at it in plain smooth view. If it doesn't look ugly, there's no problem. (from what I tested, it doesn't pinch, or not noticably)