Clone Trooper Phase 2 Helmet, stuck on hard/sharp edges

I am getting very close to being done with modeling this Phase 2 Clone trooper Helmet. All other attachments are pretty much finished, but I needed to go back and work on the hard/sharp edges on the side of the helm. I have tried Beveling, adding loop cuts, and trying the Edge Split modifier. It looks wonky and creates ‘artifacts?’ when I Subdivide it. Is it my topology that needs work? I would greatly appreciate some advice or tips, thanks! I am pretty much beginner level when it comes to modeling and animating in Blender.

That caused by the incorrect topology, show a wire frame of the helmet. I believe it’s quad

Indeed… this highly depends on the topology… here for example both objects are same; left with a bevel modifer first and then two levels of subd and right directly three level od subd:

( To get the same “size” for this hole it should be made “bigger” in subd only… )

Thanks for the replies, here are some more references:



Or should I try marking sharp? Or add triangles to the topology for the corners?

In fact your topo is not that bad… i tried to recreate it on a plane… also using a vertex group to bevel before subd… (i guess you did this too ?)

Try the slider to watch the difference… i guess you have to “only” move some edges for better supporting the “weight” (nearer to cornr edges) or with play with some edge greases…

If there is no edge to hold the status quo, the same phenomenon occurs as the problem presented.

The configuration can be like the image on the left.

Thanks for the help and replies guys, I’ll try these out!

I use Mean Crease to sharpen an edge in a hard surface mesh.