Hey everyone! First, i forgot last time i posted something, my name is Frederic, i’m 17 and french, i graduated in june and this year i study plastic arts at the university, and do modeling on my own and i really enjoy it!!!. After the 3 years at the university, i would really like to enter in a game design school.:yes:
This is my second project, a BMW 3 series from 2008, i almost finished the shape of the body, but i have some issues :mad:! As you can see on the mesh picture, the subdvision surface rouded some angles (headlight etc) that are supposed to be sharp! To make sharp angles on the body (around the wheels etc) i use edge loop, but for this i don’t know how to do it 
Also, if yoou could tell me what you think about the quality of the mesh it would be very appreciated!! Thanks! :eyebrowlift::eyebrowlift:
I think you’ve done a great job so far, the mesh looks pretty decent. For corners, i would try adding a support loop around the shape then try an edge bevel on the ring edge of the corner if that helps.
Hey Redgrund! Thanks very much for your feedback!! :):). For the corners, i will try your technique right away, this was stopping me a bit of going further. I’ll tell you if it worked! :eyebrowlift:
Subdiv is tricky to get right. Adding more geometry often helps; you can also play with setting the crease for sharper edges (this will “pull” the subdivided surface closer to creased edges). Your mesh should have some thickness in order for this to be effective around the “holes”–you can add crease in the corners. Stay away from “mark sharp”+edge split, unless the two surfaces are truly disconnected, as subdiv usually does not work as expected.
quads is a must when it comes to subdiv. at leat at max but i think in blender its the same. clean well balanced quad mesh should be the goal 




