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I tried to search an answer to my question, but didn't find a solution so far, so looking for Your help. I'm trying to create a modular sci-fi corridor. As You see in the first screen shot - this is the topology resulted, when I cut window in the simple shape, and after apply bevel to window edges - there is some pinching arises as seen in other two screen shots. What can I do to eliminate those pinching? I want to keep it low poly - I need to transfer this item to Unity. Screenshot 1

Screenshot 2

enter image description here

Blender file: https://drive.google.com/file/d/1KkKK7gSejsb-GbL_0kJa2EZMsFYSdx2N/view?usp=sharing

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It looks like this topology is better looking:

enter image description here

enter image description here

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  • $\begingroup$ Thanks, moonbots! Its much better, however still some pinching there. Is there a way to get rid of that at all, if Increasing number of faces and vertex still an option? $\endgroup$ Sep 21 '20 at 12:14
  • $\begingroup$ I'm not sure about the pinching you're talking about, here is the file: <img src="https://blend-exchange.giantcowfilms.com/embedImage.png?bid=GVoev1OP" /> $\endgroup$
    – moonboots
    Sep 21 '20 at 12:20
  • $\begingroup$ Sorry, my fault, I didn't see additional support loop around beveled window edges. Thanks a lot! I recreated now without pinches. You saved my day! $\endgroup$ Sep 21 '20 at 12:46
  • $\begingroup$ If You can, can You please make a screencast of the workflow, how did You achieve this? I did a lot of manual work there to make edges and vertices straight $\endgroup$ Sep 21 '20 at 12:47
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    $\begingroup$ I've edited, at the end (2 last pictures), as I was a bit lazy to work on the left part of the object, I just used a knife to create the additional edge loop, then GG to slide (E to make it parallel to its next edge, F to the opposite), then, as I still had artifacts, to make sure that everything was on the same axis, select vertices and press S Y 0 $\endgroup$
    – moonboots
    Sep 21 '20 at 13:21

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