How do you dismiss unwanted support edges?

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Old 04 April 2013   #1
How do you dismiss unwanted support edges?

What do you do when you need to cut many non-rounded holes in object? They need supporting loops, and that supporting loops need to go somewhere... This is not a problem on a flat surface (I can create as many n-gons as I want as long as they are convex, ha), but what if you need that kind of mesh on curvy surface? For instance, I'm now struggling with this piece of starship: it has many holes on it's bottom, and it must connect smoothly with spaceship's side. Any sort of advice would be really helpful.
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Old 04 April 2013   #2
Either use a ton of geometry on the curved surface or create floater objects, the drawback of floating objects is that they won't be punching a hole through the mesh (if that's what you want).
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Old 04 April 2013   #3
Floater objects? Like, as that trick used when baking normalmaps from hipoly?
 
Old 04 April 2013   #4
Yeah same thing.
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Old 04 April 2013   #5
Nope, that trick won't work there - it is full-scale hipoly model for CGI animation (probably^^"), not mesh for lowpoly baking, so any floating geo would be painfully obvious.
 
Old 04 April 2013   #6
Then you need to crank up the amount of geometry to retain it's shape when you start cutting holes into it, there's no other way.

Keep an even distribution, making a grid type of surface, it will make it easier to cut holes, if you need more precision, you go even tighter. Think of it as using an 8 sided cylinder with no height segments vs. 64 sided cylinder with like 20 height segments. Keep adding height segments until each face is close to being a perfect square, that means even distribution is reached, then the fun starts with cutting holes.
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Old 04 April 2013   #7
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