The really short answer is: there needs to be enough geometry in the larger curve to support the smaller details cut into it. How much more geometry is required really depends on the tools and order of operations used to create the model.
It's generally considered best practice to adjust the number of segments in both the underlying curved surface and the intersecting shape until the edge segments in both roughly line up with each other. That way the edges that make up the curve have consistent spacing and can also be used as part of the support loops around the intersecting shape.
Over the last few pages there's a couple of brief discussions about how to cut out details on curved surfaces. Even though the shapes are slightly different the basic principles discussed there can also be applied here.
Even further back in the thread there's a longer discussion about how to approach modeling this exact shape. So definitely check out the different solutions proposed there. A couple of them use very lightweight meshes and still produce good results.
So lots of different ways to approach the modeling part. The basic
shapes and topology routing can be done on a flat strip then bent into a
curve.
Or everything could be done directly on the surface of a cylinder primitive with more geometry.
What most of these examples have in common is the segment spacing on the curves is kept fairly consistent. Which helps prevent shading artifacts caused by unwanted surface deformation when subdivision smoothing pulls unsupported areas out of shape.
Did a new render of this old monster I made awhile ago, I'm trying to get better at Rendering / Lighting concept by Bobby Rebholz https://www.artstation.com/artwork/nJg6N6 Also available soon for new projects
Life got in the way a little bit but I have some more progress. Filled out the scene with some megaplants trees. Hope to continue moving on with this for the next week and a bit.
I made my first Blockout in Unreal Engine 5.7, I am very familiar with Blender, almolst 8 years of rendering, but this is my first time producing a shot in unreal, i tried to make a simple blockout, to export to blender and start the modeling and texturing, i will update u guys asap about my adventure in Unreal!
Starting to get somewhere with the Sewer environment. I sculpted the fan and made a stone wall tileable in Zbrush and set up world aligned textures to avoid weird seams. Also sculpted/textured some mud piles for the ground, but I think I'll edit these since they look very low poly when i actually put them in lol. I can't decide whether to create a kit of unique pipe pieces or just make a couple of battered materials and add unique elements with normal decals. I'm going to use decals for all of the grunge/panel seams on the walls.
Just finishing these up, but decided to challenge myself with a stylized concept piece that I got the okay to do from an awesome concept artist named Garret Post, he made a grenade launcher called the Quickfix, here's my faithful recreation of it: - The aim was accuracy and speed, this was about 70ish hours total time give or take a few hours (just rapping up any fine details that could be missing / paint touch ups as it was all hand painted)
Did some work on the face and hair since the last post, and some other little bits and bobs. Also made a pedestal for some turntables. Ended up not doing the embedded marmoset deal