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File: Clip_2.jpg (229 KB, 706x818)
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Hey /3/
Ive been studying modeling and Im stuck with this topology.
Its a cross between a cube and a cylinder, but the problem lies where they encounter, I cant manage to make a clean quad topology.

I already applied a quad chamfer on their edges but I dont really know how to go on. As you can see there are too many tension points where the vertex joins, any solution or tips?

Thanks in advance
>>
lol you just need to delete the line in the middle of the tip and its all quads
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File: Clip_3.jpg (88 KB, 1492x392)
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>>529492
I tried that already but it ends up horrible when applying turbosmooth
I need to move that tension point anywhere else, to the sides maybe
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>>529494
lol just push that vertex up so it doesnt pinch down
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>>529497
Lol just
>>
So keep in mind I did this quick. What you would have to do is spend some time and relax these vertices so that mesh smooths better.

You can see how it's a bit lumpy on the sides, you can actually fix that pretty easily by moving some verts around.
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File: render.png (528 KB, 1509x1756)
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>>529503

I guess it didn't want to include my pic
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File: Clip_4.jpg (224 KB, 771x837)
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>>529504
thank you for taking the time!
I did this one and kinda worked, my tension points went to both sides (red boxes) and now I have a smoother corner.
I used the normal chamfer (2 sides) instead of quad chamfer. I really need to learn when to use one or the other.


Im going to try your solution
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>>529505
ur'e welcum ;^)))
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File: render.png (407 KB, 2024x960)
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>>529505

Hey, actually wanted to try one more thing.

The solution I posted before was using 32 sides, after thinking about it, I changed it to 24 sides and came up with this.

I think it smooths a lot better, and the topo is cleaner as well.

Hope it helps.
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>>529510
Are you always using quad chamfer for the edges? Or just the normal tri one with 2 sides?
I always have trouble on which one to use.

That solution looks nice, saving image for later try
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>>529513

I actually do it manually with cut. And then eyeball it even by moving verts with edges on (meaning the verts follow the edges, it's an option in edit poly)
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>>529505

Not a mistery why you have tension, you have a triangle neighbouring an ngon

Sort this out and you should be gone.
Also use symmetry so you only have to fix it once
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>>529524

Me again, just remembered I have saved an example just like yours in pinterest, check it out
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http://polycount.com/discussion/56014/how-the-f-do-i-model-this-reply-for-help-with-specific-shapes/p121



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