4

You could try it this way: Create a 32 vertex cylinder, mirror it on 2 axis: Pull the central face with Proportional Editing activated, choose the Sharp option: Create additional edge loops: Pull the top face, this time with Proportional Editing Smooth option: Rework the topology a bit so that you don't have too stretched faces, add bevels to sharp the ...


3

You need additional edge loops across the shape, like that:


2

non-sub, usually non-sub D, is a term used to describe a range of Blender modeling techniques that do not use the subdivision surface modifier. Modeling techniques based entirely on sculpting fall into this category, as do techniques that use non-destructive boolean workflow for creating Hard Surface models. A common difference between hard surface ...


2

You have not really subdivided the cube, you have given it a Subdivision Surface modifier, which modify the object only virtually (or visually) as long as it is not applied. What you see in Edit mode is the object as affected by the Subdivision Surface modifier, not the real object, which is still a cube. Subdivision Surface modifier doesn't create real ...


1

From the Image, looks like your shadows are in EEVEE, which means that you need to increase the Shadows Resolution. You can do this inside the Render Settings > Shadows.


1

Your texture is smaler then the Quad. So the Areas in your Rendering that are "zero hight" get actualy extendet by the Texture Node. Since most of your Texure is black on the outer pixels.. this is mostly zero. Not where this streaks are. Set your Texture Extention Method to "Clip"


1

You have some concave N-gons collapsing in unexpected ways. You should study your topology and cut up any faces that have more than 4 edges. This isn't the only place you have it, but it's the only place where the broken geometry is immediately visible To cut a face, select the 2 points you want to cut trough and press J. You may also find it useful to use ...


1

Here is what I could get starting with a 36 vertex cylinder, using shrinkwrap to a cylinder, and moving a bit the vertices. Not perfect but almost no pinching. I'm not sure you can get something good with less vertices. Alternative:


1

The most efficient solution to problems like this, for me, involves both the subsurface modifier and then, after it, the decimate modifier. The problem comes from the lack of relative equivalence in vertex count for your two models, the shrinkwrapper and the shrinkwrappee. You can apply a basic Subdivision Surface modifier to the wrapper, typically set to ...


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