Hard Surface Modeling problem with corner - How to approach?

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  11 November 2017
Hard Surface Modeling problem with corner - How to approach?

Hey for past few hours i cant figure out how to make this soft surface transition like showed on pictures. Do u have any advice how to approach it?

Here is the original photohttps://massdrop-s3.imgix.net/produ...955&h=289&dpr=1 The easiest way would be to just separate it but i want to learn how to do and connect this complex shapes

  11 November 2017
In the image you linked to it looks like you could just make two separate pieces. If it had to be one piece you would need to add a lot more divisions to the circumference of the overall cylinder shape in order to hold the shape.
  11 November 2017
If you're modeling for rendering, use a RoundCorners shader.

If you're modeling for engineering, use NURBS instead (Rhino, for example).

Either way you're going to need a lot more subdivisions, as CaveDog mentioned.
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  11 November 2017
Thats what i thought. Sometimes its really hard to wrap the head around it to be able to tackle the problem. Much more subdivs seems optimal. Im doing this for my "VFX" work. I think the best approuch would be to just make secondary piece. Im trying to learn basic of modeling, doing sime more or less complex shape so i can do my own things and use it for my work. Thanks for advice. I will replay back when i manage to finish this shape i hope ;D
  11 November 2017
You need at least an edge loop around the outer edge/row of the front facing polygons on the piece with a cut taken out of it just so the little sharp angled tips will hold their shape.
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