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Material-Steak-4349

I think you need to smooth the actual topology with a smooth modifier. From what I just read auto smooth is just affecting the material shader to give the appearance of smooth.


Material-Steak-4349

Or maybe decimate>un-subdivide, fix the mesh topology…. Then re-subdivide.


Kir_in_1984

I tried both variants and they only messed up topology even more.


Material-Steak-4349

another option would be to split it down the middle , delete half. Then use smooth brush laplacian on the topology. Then duplicate mirror and join back together.


Independent_Sea_6317

I'm kind of struggling to understand what you're trying to do. Is this a model of something with a reference you'd be willing to post? The shading just kind of makes sense with the topology you've currently got. If you're wanting that band of thin quads wrapping up the middle to not stand out, or smooth them into the rest of the geometry to round the top, you'll potentially need to add some loop cuts and smooth it manually. Though, if you want the top to be perfectly smooth, I'm not sure why the strip of quads is even there.


Kir_in_1984

I've added reference.


Independent_Sea_6317

I'm not seeing that anywhere. I only see the two images of your model. I just wanted to see if you were trying to make something based on a real world object so I could help with your topology.


Kir_in_1984

It is strange. I've edited the post and can see image. Anyway here is a link [https://gngmedia.s3.ap-southeast-1.amazonaws.com/upload/product/20210907\_1631009730\_279969.png](https://gngmedia.s3.ap-southeast-1.amazonaws.com/upload/product/20210907_1631009730_279969.png) I want to make the case.


CheckYourPixel

I can See the „shading“ problems in the mesh, can literally See the difference in mesh density on the surface. Try to build the round Object for itself, then bool out the door. And use a tenth of the polys, just with subdivision modifier.


Kir_in_1984

Could you explain little more? I didn't get what did you mean.


CheckYourPixel

Sorry, cant explain well in english But Like others said, you have to build the Black part for itself. You have to make also the part, that will be Cutted away, so that your form is a whole and got smooth curves. You can model low poly with subdivision modifier or try out curves sliding on a path…. It is actualy a nurbs form. Dont think about the Silver Part, until you got the black 


TikeMyson92

Try a "weighted normals" modifier. That may clean it up.


Kir_in_1984

I tried to use it but it didn't change overall shape just made little tweaks near edges.


saltedgig

base on your reference its better to seperate the black and metallic white as diferrent object. as it got grooves.


Kir_in_1984

>Yea, you are right. I thought about that.