So I made this object. But when I try to smooth it I can see some weird issues in the geometry. How can I improve the retopology to make those issues disappear?
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$\begingroup$ Looks to me the problem lies with the gentle curve of the mesh. The verts that make the inner shape don't follow the shape of the curve precisely. You can fix it using the shrinkwrap modifier, it's a super handy trick! youtube.com/watch?v=1C9z1CwZWEQ $\endgroup$– PsyonicCommented Dec 15, 2020 at 4:41
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$\begingroup$ The shrinkwrap modifier does help, but it doesn't completely fix the problem. i.ibb.co/7z5b4mt/Screenshot-4.jpg $\endgroup$– YogevCommented Dec 15, 2020 at 6:22
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$\begingroup$ Can you share your .blend? blend-exchange.giantcowfilms.com $\endgroup$– PsyonicCommented Dec 15, 2020 at 7:19
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$\begingroup$ Another approach is to flatten the mesh (select all verts, S, Y, 0) add a subsurf mod to up the poly count, then use a Simple Deform modifier to get the curve back. It depends on what you final result needs to be. $\endgroup$– PsyonicCommented Dec 15, 2020 at 7:23
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$\begingroup$ <img src="https://blend-exchange.giantcowfilms.com/embedImage.png?bid=DpBN2l5Q" /> I prefer to avoid adding more polygons if I can. I started with 64 sided cylinder, and I think 128 sided cylinder would give a cleaner result, although it will be heavier on the polycount, and this shape is a part of a bigger object. Final results is supposed to look like this- i.ibb.co/vksVGgH/Screenshot-5.jpg $\endgroup$– YogevCommented Dec 15, 2020 at 7:33
2 Answers
From one sub-d way of looking at it, you've got 2 curvatures to capture: the one around the hole, and the one around the cylinder. To keep the cylindrical curve even, it should consist of edges parallel to the bend, as evenly spaced as possible.
So one approach, working in the flat, before bending the piece, is to try to capture the curvature of the hole using only cuts into the lines which will be parallel to the bend...
.. also isolating the hole from the bend by making it the result of an inset: puting a rim of faces around its perimeter.
Working under Mirror and a Subdivision modifiers, you can see the curves you will wind up with.
The rules aren't hard and fast.. you can bend the up-down lines a little, and add edges around the cylinder wherever they help you out.
As suggested by Psyonic you could use a Shrinkwrap modifier:
- Improve your topology a bit (or keep it as it is but it may create a bit of pinching):
- Create a sphere, make it big enough, give it a Subdivision Surface modifier with a level of 3:
- Give to your object a Shrinkwrap modifier with the sphere as Target, add a Subdivision Surface modifier if necessary: