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File: help.png (37 KB, 1157x819)
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I have a lot of experience using 3d, but the basic shit really gets me sometimes. How do I tie up the edges from that curvature so it doesn't effect the rest of the model? I feel like a failure asking this, but I wanna know the best way to do it.

show me how you'd do it. many thanks
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File: help2.png (108 KB, 1157x819)
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this is the best I can come up with, is this socially acceptable?
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I don't understand what you are asking to be honest, what do you mean when you said tie up?
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>>696436
Sorry, see the updated picture, I just meant keep edgeflow / quads.
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File: maya_58Vb51s9C2.png (39 KB, 1828x814)
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>>696439
If that's a flat face, why is it necessary to keep edge flow in this case? Why not just do like pic related on the left?

Anyway I'd probably clean it up like on the right but that's not really all that different from what you did to begin with anyway.
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File: a.png (25 KB, 596x829)
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>>696435
If your mesh isn't supposed to be subdivided it really doesn't matter, just create a big quad like that. Connect the rest with triangles maybe, in general the best is to avoid small angles (very stretched triangles)
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File: OK.png (194 KB, 317x415)
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>>696434
Mess up with partially inscribed cylinders, and boolean modifiers
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>>696435

Bisect the top line. Bring up new vertex to make it obvious the tri is now a quad. Bisect the opposite facing line. Bridge both new vertices. All quads. Tadaa!



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