hey guys ive been trying to add these rivets in my axe im making but getting distortion any idea how i can work around this?
I am by all means not good at sub-d modelling, but those rivets seem a bit small compared to the density of the mesh surrounding them. Maybe apply 1 level of subdivision before creating them?
First thing I would try would be to add a ring in between the squarish part and circle. I’m not 100% sure this would solve the issue. I see you have support loops on both sides of those ngons, but worth a try maybe.
I think because of extrusion/inset the rim of the hole is level with the surrounding quad. Before any other thing try move the whole hole a little bit outwards.
Hello to model small details like this you have to increase detail level in your base mesh first, you can do this by applying 1 to 2 levels of the subdiv mod (creating a duplicate of the base mesh first ofc) depending the resolution you need for the secondary details such as booleans, insets, holes, etc… axe-test1.blend (379.9 KB)
@MichaelBenDavid @LordoftheFleas @muhuk @Tachtian i do have 1 level of sub d and majority of my topo is all quads im attaching my blend just have a look when you guys can really appreciate the help!
Topo:
axe.blend1 (1.2 MB)
The real problem is you modeled the rivets on a problematic position, a pure quadgrid even curved are relative simple: mark cross edges around midpoint, subdiv with inner vert, del midpoint, select edge, loop tools, to circle, fill extrude 3 times.
You may have a look here:
axe_oki.blend (813.4 KB)
Thanks guys! I clearly need to improve my topology game ita so hard to understand! If y’all have a play book for me to follow or know of good resources point them my way🙏 cheers and thanks
Go through this thread (it’ll take weeks probably, months in my case) but pretty much any issue is solved there. Pay attention to posts from Perna and FrankPolygon.