How to Join Primitives with Good Topology, Archiving Good Results

Hi. I’m following a tutorial, where two primitives are joined together. Certain faces are deleted, a mirror modifier and a sub-d modifier are thrown in, some support rings, nothing fancy, and to him, using V2.79, comes like this:

Perfect 1

I have spent about 5 hours in 3 sessions trying to get it to work, in other models I have far more support rings, but so far this is as good as I can get it to work, having the topology like the guy above:

One of the main problems that I find, as a new comer, is this “ramp” that the sub-d with predetermined values does, like a volume mass ramp near the vertex. This tutorial is following the catmull-clark and not the simple option, if not it doesn’t work. And that is how I have it. This seems to be the problem.

The guy in the tutorial is using B V2.79, have their been major changes in this modality of hard surface techniques jumping into B V2.8?

Can someone help me out and show me where I have to do some work, in which direction should I go to get it looking actually good, or just give me some plain advise? Thank you.

Can you link to the tutorial? Different people use different techniques to get results so it would help to see what technique he is using before providing help.

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It looks like the last few vertices on your support loop are doubling up. Try cleaning up the mesh first by doing a “remove doubles”(available in search on 2.79) or Edit mode>mesh>clean up>Merge by distance, then try creating a new support loop perhaps with knife tool.

It’s a pay-download content tutorial, can’t link it here.

Basically he is joining the two primitives together, then deleting half of the mesh in top view, deleting faces where the two meshes are close together, applying mirror mod, sub-d mod, then using creating “create face” - F Key - to join them in a orderly fashion, with proper topology, then creating edge loops for the two objects and that’s it. It’s not difficult.

I think my problem lies in the “volume mass ramp near the vertex” that’s described in my first post, see pic included. I’m looking atm for options on how to decrease the values in them.

Any suggestion would be of help.

Just tried “Merging by Distance” and didn’t had any doubles. I think I cleaned it up earlier on. Thanks anyways.

Here is a very useful LINK, and its free :smiley:

:smiley: Thanks so much, just gave it a quick look, and it looks so pro, and fitting for what I’m trying to do. For sure reading up and practicing with what’s on that link.

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Here is a YouTube ONE I highly recommend also

Thanks! Hadn’t seen that one.