Hi Jonathon,
TBH, I am still not confident with the principles of data transferring so need to practice after this tutorial, but I am wondering why we have to data transfer after the shrink wrapping modifier did a perfect job of keeping the face symmetrical? It might just be my eye but I was really happy with the finish even before we data transferred? Many Thanks
If I remember correctly, it's just because of all the surface pinches that can arise from the Subdivision. You may not necessarily see them because they become visible under certain lighting conditions, but since they probably are there, you can play your hand with the data transfer to be sure you'll get baby smooth surfaces.
Thank you Omar, definitely need to play with it more after this tutorial then as not that confident with it atm.
Indeed, the pinches in this case weren't too extreme, and may have been hard to spot if using viewport settings that flatten everything out. Try one of the shinier matcaps and you can hopefully see it better. If it's good enough for you then you don't need to do the transfer, but if you're looking at it closely and want it to be as clean as possible then the transfer can help you do that by copying the shading normals from the smooth surface to the pinched one. You can practice this by trying to copy the normals from a subdivided sphere to a low poly icosphere for example. Does that answer your question?
Just enjoying trying things out, looked at stove designs and went for the 4 prong version and added the piping like suggested. I want to try and model a plug on one of the smaller wires and may look to try and create a Calor Gas bottle for him to be plugged into maybe? I tend to jump back and forth and do the tutorials in the wrong order so may miss something at some point but really enjoying this tutorial.