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Ok so I use cube with level 4 subsurf modifier and 'to sphere' in edit mode so it becomes sphere, now I want to create some circles engraved into it so I need to create more topology there but when I subdivide few faces or subdivide smooth it creates weird bumps which are more notable under subsurf modifier. What would be good approach to do that. Here is what am I going for but I'm far away right now, I mean on these little circles on on three prong thingy, any thoughts?

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Assuming a couple of levels of subdivision below those already applied, a fairly conventional method to insert features like this into curved surfaces is to use a topology something like this:

enter image description here

Retain an intact,featureless, more subdivided copy of the sphere in the same place, and assign a Shrinkwrap modifier to your model with the intact sphere as target. (You can hide the target sphere, or put it on another layer)

Make a vertex group in your model, of all the vertices you want to conform to the target surface, (for example, excluding the ones shaded blue in the picture) and aim the Shrinkwrap at that group.

The result:

enter image description here

Matcap - showing Srinkwrap off:

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Matcap - showing Srinkwrap on:

enter image description here

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  • $\begingroup$ Wow thanks man this looks promising! Thanks a lot. $\endgroup$ – Black Cloud Jan 11 at 21:31
  • $\begingroup$ I have one more question when I apply subsurf (4) on cube and round it using cast or to sphere it is fine it has some bumps but I want model to be relatively low-poly so I add level 2 subsurf to make it look better on render it creates artifacts on place where where corners of cube were, that s unless I use cast modifier. Would model like that be ok for selling online? $\endgroup$ – Black Cloud Jan 13 at 16:58
  • $\begingroup$ Is it OK when you Apply the Cast modifier? That would be fine.. but if it has to be subdivided before casting, I don't think you can advertise it as lo-poly. Having said that, I've never sold on the open market.. only privately where that sort of thing can be discussed. depending on your features, there are other typologies which may be smoother with fewer polys.. e.g. a once Cat-Clark subdivided (all quad) icosphere .. which can be hard to work with.. your ref. is a cube, though... $\endgroup$ – Robin Betts Jan 13 at 19:06
  • $\begingroup$ When I first subsurfed cube than I used cast than I put subsurf again and I had to add cast/shrinkwrap to get rid of artifacts. Well icosphere would be hard to work with especially when uv-unwraping. So in your opinion what would be OK poly-count for this model? $\endgroup$ – Black Cloud Jan 13 at 19:49
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    $\begingroup$ Not my area, you'll have to ask around, but I think for games even now, it has to be a lot lower than that for the final.. although tje hi-poly could be the basis for textures, normals etc... $\endgroup$ – Robin Betts Jan 13 at 20:08

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