Hi guys!
I want to create something like in the attached file "srcn1.png". However, there is a problem with topology: there is a triangle. I want to use subdivision and turbosmooth later so i need to convert it to quad. I came up to some decision (scrn2.png). Is it correct or better one exists?
Also, with my decision I faced the problem with subdivision (particularly with using sweeftloop to keep some edges sharp, "scrn3.png").
So my question is how to handle such things properly and keep model topology clean?
Thanks in advance for any help.
You will need to manually place and correct your edge loops and not rely totally on Swift Loop. You will also need to round the corners, too, by adding additional polys.
I could upload an example topology, but there's a great video from Grant Warwick on Hard Surface modeling. He demonstrates it very well and has a section that covers a sloping shape like your model except it's protruding instead of recessed. But the idea is the same.
Hard Surface Essentials - Section 7 starts at around 41 min into the video.
I've did a rough version of your example. (See attached pics and scene file) Hope this helps.