I’m punching a round hole in a truncated cone (see pics) and I’m getting smoothing errors in the sub-div surface. Does anyone have any ideas how to get rid of the shading errors, or are they an inescapable product of bunching up loops around the opening? I can guarantee you that none of those loops are ‘out of alignment’ and that they’ve all been generated by splitting existing faces.
Would I be better to apply the sub-div, then merge a lot of those loops afterward? Or would I be better starting again, perhaps with a nurbs surface? I’m trying to keep the face-cost down and keep the surface as smooth as poss…
It comes out a little smoother. I used a circle for a template, or rather an octagon and only cut in what I needed and didn’t change the density of the vertical edges.
I’m an ‘old skool’ low-poly modeller, and I was trying to force the sub-div to go where I wanted it… Best to keep the mesh simple and let the smoothing algorithm do the work, eh?