I am making holes in my mesh to put tubes inside. The problem is that it doesnt work well with subsurf. I know one way to fix it but it changes the shape too much. I have made a video to show what i am doing. Hopefully some can provide diferent ways to do it. I have tried boolean mod but it turns out the same way.
-
1$\begingroup$ Check here: topologyguides.com/image/124120926080 and here: topologyguides.com/post/152907366360/… also check the main site for sub-d modeling tips. $\endgroup$ – cgslav Jun 18 '17 at 12:21
-
$\begingroup$ That's what happens when using Ngons with Subsurf (tris will also cause that if they are located near the mesh corners) $\endgroup$ – Mr Zak Jun 18 '17 at 13:26
-
$\begingroup$ It happends when not using ngons as well..... $\endgroup$ – Morten Fjellheim Jun 18 '17 at 14:09
-
$\begingroup$ Generally it doesn't. Using tips from topology-guides is the easiest way to get that $\endgroup$ – Mr Zak Jun 18 '17 at 16:12
$\begingroup$
$\endgroup$
A couple of things you could do differently that will help...
- Apply Rotation & Scale before going into Edit Mode. That will keep your use of the Looptools > Circle from creating ovals.
- Add an extra vertical edge loop in the middle of each section where you plan to put the holes.
- Add an extra horizontal edge loop that cuts across all three hole areas.
- THEN start doing the extrude/scale operation(s), followed by use of Looptools > Circle to create the holes.
Doing it this way will give you eight-sided holes which work out better in the long run.
-
$\begingroup$ How about subdividing instead if placing edgeloops vertically and horisontally? $\endgroup$ – Morten Fjellheim Jun 18 '17 at 18:32
-
$\begingroup$ The way I wrote it out is the way I learned it. Subdividing may be a bit faster, but I've never done it that way, so to me, it sounds like a recipe for trouble. :) $\endgroup$ – no-one Jun 19 '17 at 19:47