I'm a beginner with Blender and I'm doing some basic hard-surface modelling exercises.
I am struggling with understanding the right approach to take. The rules of exercise are:
- use only quads
- do not use booleans or crease (to make the shape exportable)
- the end result should be as simple as possible
- there can't be any visible "pinching"
I am applying a subsurface modifier to create the round extrusions, but at the same time, the cubic extrusions need to remain sharp. To do so, I am using edge loops.
But unless the flow of edge loops is controlled and kept around the shape to "sharpen", they would propagate to the rest of the object and "deform" the cylindrical extrusions.
To avoid that, I am creating some "complex" topology around the cubic extrusions to make sure that the edge-loops stay around these extrusions (basically they stay in the right corner of the overall object).
Here is what I mean by "complex topology" to redirect the edge-loops:
I can't help but think that there must be a better way to achieve that.
How would you solve this problem?
Here is the model in Sketchfab: https://skfb.ly/6URp6