Hard to understand what you mean by 'collapse'... but if I understand correctly you need to chamfer/add edge loops here
https://ibb.co/txmRLWw
I am creating a 3d model from a first person video game. Everything has been going smooth until I got to working on creating cuts into the cylindrical body of the model. I am looking to use a high poly to low poly workflow and currently I am using the chamfer modifier to add support loops to the cut out shape. I have managed to get the general shape of the cylinder cut down but I am stuck at adding the correct topology for the top inside angles. I will provide some screenshots below.
Edges I am having trouble with:
https://imgur.com/gallery/WhmAOzM
High poly:
https://imgur.com/gallery/I7FxeZr
I need the top edges to be supported so that they wont collapse with the high poly version. If anyone has any idea how to get around this it would be a great help.
Hard to understand what you mean by 'collapse'... but if I understand correctly you need to chamfer/add edge loops here
https://ibb.co/txmRLWw
TurboSmooth lets you subdivide the geometry while interpolating the angles of new faces at corners and edges. If you apply it to the complete mesh as it is now, Turbosmooth will calculate also the complete mesh. For me, it sounds like you want to maintain the angular/cornered shape of the edges marked with the arrows. If I get it right? than in this case using TurboSmooth you need to chamber the edges marked with the arrows, or manually create multiple closely spaced edges instead of 1. Turbosmooth won´t be able than to "re-calculate" ord even discard your manually created edges, and will keep them as they are (almost cornered). Second approach would be not to use TurboSmooth at all on such critical spots, but instead carefully chambering all edges that should be subdivided and rounded.
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