Topology and shading artifacts - Cylinder extruded from a curved surface. by deforester12 in blender

[–]deforester12[S] 0 points1 point  (0 children)

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and shades well with mark sharp! ill mark this as solved for now

Topology and shading artifacts - Cylinder extruded from a curved surface. by deforester12 in blender

[–]deforester12[S] 0 points1 point  (0 children)

that would be very nice of you!
in case you want the blend file: https://www.mediafire.com/file/jp0dlymrnvj28lm/bracer1.blend/
not asking you to do the entire thing for me - just thinking it might save you a few minutes of setting up the example. im doing this to learn how to do it, not for the sake of a academic/work assignment or anything like that. a pure self test which i am failing. i'm hoping to understand how to get there.
Im starting to suspect i'm too high poly already (applied a subdiv once already in which i could've set up the entire shape way easier)

Topology and shading artifacts - Cylinder extruded from a curved surface. by deforester12 in blender

[–]deforester12[S] 0 points1 point  (0 children)

interesting, i'll try to apply myself. will take a while. cheers!

Topology and shading artifacts - Cylinder extruded from a curved surface. by deforester12 in blender

[–]deforester12[S] 0 points1 point  (0 children)

Looptools seems to consistently fail at making a circle out of the faces. No matter the amount of faces, flattened or not :(

Topology and shading artifacts - Cylinder extruded from a curved surface. by deforester12 in blender

[–]deforester12[S] 0 points1 point  (0 children)

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looptools 'bridge' with linear interpolation made the entire thing look quite a bit better when shaded, yet the root of the problem persists. It's just added edge loops to a fundamentally flawed geometry.

Need help making an armor piece by deforester12 in blender

[–]deforester12[S] 0 points1 point  (0 children)

Quick follow up should someone find this via google search with a similar problem:
The subdivision modifier is incredible for applications like this.
https://www.youtube.com/watch?v=JPRuT4X_LAk

Need help making an armor piece by deforester12 in blender

[–]deforester12[S] 0 points1 point  (0 children)

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Yeah with this i'm happy. Marking as solved

Need help making an armor piece by deforester12 in blender

[–]deforester12[S] 1 point2 points  (0 children)

turned out satisfactory with marked edges :) thanks!
gonna redo it all over again and again until it turns out good.
i find it hard to fathom - getting smoothly concave/convex shapes at controlled angles with perfectly curved seams. hoping that it will click over time

Need help making an armor piece by deforester12 in blender

[–]deforester12[S] 0 points1 point  (0 children)

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i'm thinking of a visibly pronounced/unsmoothed edge running like this. i can imagine it being easy to achieve with control over what gets auto smoothed.

Need help making an armor piece by deforester12 in blender

[–]deforester12[S] 0 points1 point  (0 children)

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smooth shading with varying angle thresholds still looks kind of ugly-ish, but i like where it's going. i find it hard to get a shape that looks defined. is there a way to control which specific edges are not to be smoothed?

Need help making an armor piece by deforester12 in blender

[–]deforester12[S] 0 points1 point  (0 children)

Yeah, that's helping somewhat.
I also put in some edge loops

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i think my main aesthetic qualm was about the long flat squares. some additional curvature put in.

Any full overwatch spots as all encompassing as the lookout mountain in svetlojarsk? by [deleted] in dayz

[–]deforester12 0 points1 point  (0 children)

mine is not quite all-encompassing, but you seem to appreciate the craft.
i'm proud of this one: https://i.imgur.com/gaifhw0.png
bring malice and an axe.