Help with situations like this! first time modeling something complex

  • insaneshane1109 replied

    I'm still a beginner, but I think you need to either add or remove a vertex from that face. If you can get away with less detail around that corner, removing one of those edges would do it. Otherwise, you can add another edge loop running down from the top and connecting to that stray edge (see my picture). Then adjust your edge loop spacing to make it a bit more even.

    (the image is in the reply below, it didn't upload at first)


  • insaneshane1109 replied

  • Mark Smith(me1958424) replied

    be careful of too much detail before it is time... that is get the big shapes in place before you even add a subdiv modifier...

    it's going to look rough but it will pay dividends by the time you are finishing...

    first things first, next things next and so on...

    hope this helps

  • Shawn Blanch(blanchsb) replied

    I would stay away from anything but quads unless you know what you are doing. A good quad topology is going to help out a lot for that.

    Edge loops and details loops are going to be your friend. Head over to the mesh modeling bootcamp of you are unfamiliar with that topic.

  • spikeyxxx replied

    Way too many triangles and poles! Those will create ugly artefacts (especially the triangles) with the Subdivision Surface.

    I'd say you would want an edge loop around the 'wheel' and keep it simple like me1958424 already said. Probably can't avoid poles completely, but at least use all quads.

    Maybe something like this:

    Make clever use of 'Inset' to easily create edge loops.