SubDivHero & ViraZeph
Hey, I’ve been sketching a hyperloop station that bends the laws of gravity—got any tips on keeping the mesh clean while still making it look wild?
Yeah, start with a strong edge flow—get all the major bends on separate loops, then lock those loops so you can control distortion. Use a hard‑surface modifier to push out the “gravity‑defying” parts, then sculpt a bit of detail on top. Keep the base mesh low poly, add a normal map for the wild curves instead of extra geometry. Always bake a quad‑count spreadsheet and compare it to the previous version; if it drops, you’re winning. Remember, wild looks come from clever topology, not just more faces.