Hi everyone,
I am currently trying to make a high poly model of this beautiful concept art by artist Jay Li (2nd gun from top).
Right now, i am modelling one of the metallic parts :
[ATTACH=CONFIG]463094[/ATTACH]
As you can see, my topology is a complete mess, mainly because i have trouble making a smooth transition between the “square part” (left and bottom) and the “more rounded part” which is carved (top right)
Due to the messy topology, the holding edges that work fine on the square part are causing smoothing artifacts with the subsurf on the rounded part.
Plus there are way to many edges (in my opinion).
So i figured out i may use creases at less than 1.00 instead of multiplying holding edges, it seems to be easier and cleaner, though less realistic.
But i read that creases are not conserved while exporting in .obj, which is a problem because i want to export my file (to substance painter). It also do not seem to be the case with the .fbx file format.
Do you think i can achieve a clean high poly model of that part with holding edges, or are creases the only solution ?
