Cut openings in cylinder?

Deleting some faces from a cylinder then subsurfing resulted in bad corners in the openings. There are also 2 humps created along the length of the cylinder (go to Edit mode and you will see 2 loops highlighted where the humps are) which start at the top corners of the door opening. I added a few edge loops and slid them into position and that made the corners look better, but it also made the humps worse. The attached LighthouseBase.blend file was created with Alpha2 and set up for dual monitors.

Can LH-Base.005 be fixed, if not, what is the best way to cut holes in a cylinder without getting unwanted results?

d2

Attachments

LighthouseBase.blend (266 KB)

I just thought about Mark Sharp and Edge Split then tried them. That made the lighthouse base look better, but not perfect. Is perfection possible?

d2

My tutorial has many examples for this kind of thing.

You need edgeloops around the door not what you have there.

http://www.lightwiki.com/images/9/92/LetterA4.gif

You don’t want this:

http://www.lightwiki.com/images/1/10/LetterA5.gif

You want this:

http://www.lightwiki.com/images/5/52/LetterA6.gif

Sorry for the big ass images but I don’t have time to make smaller ones right now.

They are linked from my tutorial here:

http://www.lightwiki.com/Fundamentals_of_Subpatch_Modeling_Part_Two

Vertical edge loops create humps, so in order to not need those loops I created a cylinder with 128 verts and another with 256 verts instead of the usual 32. Horizontal edge loops don’t create humps, so adding and sliding where needed isn’t a problem. I think this is solved and will remodel the lighthouse base today to make sure. The attached images don’t look very good, because I tried to keep file size as low as possible. Anyway, sharp corners and no humps.

Here are the pics.

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Attachments



Circle created with 256 verts. No vertical edge loops. Nice corners and no humps. This is really a big deal for me to finally figure out how to get the results I want. This should take my modeling up a few notches.

d2

Attachments


Yeah, you can model densely and reduce the movement of the verts. However that is not the solution. The solution is to learn to control the mesh.

I cover some theory of vertex movement in my tutorial.

http://www.lightwiki.com/images/6/6c/MovementExp8.gif

But really the main thing you need to know is the closer the verts are the less movement there is.

For something like what you are doing you already have enough verts in your first try. You just needed to redirect the flow of polygons.

Yes, there will be a little bumping but not much if you do it right. And remember you’ll surface it so that will cover much of the imperfections - which you kind of want anyway don’t you?

Not a good idea to start building with that many polygons. Just a bad habit and it will hurt you in the long run.