How do you dismiss unwanted support edges?

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  04 April 2013
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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  04 April 2013
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).
  04 April 2013
Floater objects? Like, as that trick used when baking normalmaps from hipoly?
  04 April 2013
Yeah same thing.
  04 April 2013
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.
  04 April 2013
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.
  04 April 2013
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