Been trying this for hours now. Can anyone suggest a good way for this? I know being tidy isn’t always necessary but I hate it when it gets all over the place. It’s for a hard surface design, subsurf level 2.
Its a tough one isnt it. It was made from boolean opperations and i thought i would keep it as is. But there were too many ngons and i know people say recently that ngons are ok on flat surfaces but im old fashioned and want clean topology. Besides i think it looks better with a subsurf, no need to bevel.
The hardest part is where the indents are closer to the edge.
Yes this is a tough one, but I thought it would be something to practice my skills with.
Instead of trying to fix your mesh I started over so that i could try a few different approaches. I ended up continuing with what you see in those images in my earlier post. right now I have this:
Wow they both look good!! Im at work so cant see the blend file yet but it looks great. I have a love/hate relationship with retopology. Ognjen i notice some tri’s in yours i think? Am i right in thinking that as long as the flow of loops is ok then tris wont effect rendering times?
Tris alone won’t effect rendering time. But yeah there are two tris in there, but you can fix them easily. Note that this is un-necessary since it doesn’t effect the shape of the object when it’s being SubSurf-ed and by fixing them you’d have to add more edge loops which in turn would create more geometry that would slow your render time in-significantly in this case.