Clean Corners for Subdivision
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I added a few support edges to get sharp edges and then merged some vertices, so the edge loops don't spread on my whole model. Now I have all quads, but the corners don't look right.
I know that I could get away with triangles on the bottom part, because it is a flat surface, but what about the pointy star trek polygon in the back?
topology
New contributor
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I added a few support edges to get sharp edges and then merged some vertices, so the edge loops don't spread on my whole model. Now I have all quads, but the corners don't look right.
I know that I could get away with triangles on the bottom part, because it is a flat surface, but what about the pointy star trek polygon in the back?
topology
New contributor
$endgroup$
add a comment |
$begingroup$
I added a few support edges to get sharp edges and then merged some vertices, so the edge loops don't spread on my whole model. Now I have all quads, but the corners don't look right.
I know that I could get away with triangles on the bottom part, because it is a flat surface, but what about the pointy star trek polygon in the back?
topology
New contributor
$endgroup$
I added a few support edges to get sharp edges and then merged some vertices, so the edge loops don't spread on my whole model. Now I have all quads, but the corners don't look right.
I know that I could get away with triangles on the bottom part, because it is a flat surface, but what about the pointy star trek polygon in the back?
topology
topology
New contributor
New contributor
New contributor
asked Apr 13 at 11:44
itmuckelitmuckel
1164
1164
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2 Answers
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Going into wireframe mode shows that the subdivision creates a fold in the model.
Creasing the sides of the star trek polygon pulls the fold out.
That basically solves my problem, because the render looks right, but the topology doesn't:
New contributor
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add a comment |
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The reason of this distortion is that it's a concave quad, and Subdivision Surface works better with clean quads. You can solve your problem with these tricks:
- add a single edge in the middle of the quad: you won't have any distortion with Subdivision Surface, but the resulting mesh contains triangles
- add this edge loops and remove the two edges marked in red, so you will keep a pure quad mesh
New contributor
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That's the problem: Either I have triangles or excess edge loops. I removed the green edges in the second picture, so I don't have to deal with them in unrelated parts of the mesh.
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– itmuckel
Apr 13 at 14:41
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2 Answers
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2 Answers
2
active
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$begingroup$
Going into wireframe mode shows that the subdivision creates a fold in the model.
Creasing the sides of the star trek polygon pulls the fold out.
That basically solves my problem, because the render looks right, but the topology doesn't:
New contributor
$endgroup$
add a comment |
$begingroup$
Going into wireframe mode shows that the subdivision creates a fold in the model.
Creasing the sides of the star trek polygon pulls the fold out.
That basically solves my problem, because the render looks right, but the topology doesn't:
New contributor
$endgroup$
add a comment |
$begingroup$
Going into wireframe mode shows that the subdivision creates a fold in the model.
Creasing the sides of the star trek polygon pulls the fold out.
That basically solves my problem, because the render looks right, but the topology doesn't:
New contributor
$endgroup$
Going into wireframe mode shows that the subdivision creates a fold in the model.
Creasing the sides of the star trek polygon pulls the fold out.
That basically solves my problem, because the render looks right, but the topology doesn't:
New contributor
New contributor
answered Apr 13 at 13:13
itmuckelitmuckel
1164
1164
New contributor
New contributor
add a comment |
add a comment |
$begingroup$
The reason of this distortion is that it's a concave quad, and Subdivision Surface works better with clean quads. You can solve your problem with these tricks:
- add a single edge in the middle of the quad: you won't have any distortion with Subdivision Surface, but the resulting mesh contains triangles
- add this edge loops and remove the two edges marked in red, so you will keep a pure quad mesh
New contributor
$endgroup$
$begingroup$
That's the problem: Either I have triangles or excess edge loops. I removed the green edges in the second picture, so I don't have to deal with them in unrelated parts of the mesh.
$endgroup$
– itmuckel
Apr 13 at 14:41
add a comment |
$begingroup$
The reason of this distortion is that it's a concave quad, and Subdivision Surface works better with clean quads. You can solve your problem with these tricks:
- add a single edge in the middle of the quad: you won't have any distortion with Subdivision Surface, but the resulting mesh contains triangles
- add this edge loops and remove the two edges marked in red, so you will keep a pure quad mesh
New contributor
$endgroup$
$begingroup$
That's the problem: Either I have triangles or excess edge loops. I removed the green edges in the second picture, so I don't have to deal with them in unrelated parts of the mesh.
$endgroup$
– itmuckel
Apr 13 at 14:41
add a comment |
$begingroup$
The reason of this distortion is that it's a concave quad, and Subdivision Surface works better with clean quads. You can solve your problem with these tricks:
- add a single edge in the middle of the quad: you won't have any distortion with Subdivision Surface, but the resulting mesh contains triangles
- add this edge loops and remove the two edges marked in red, so you will keep a pure quad mesh
New contributor
$endgroup$
The reason of this distortion is that it's a concave quad, and Subdivision Surface works better with clean quads. You can solve your problem with these tricks:
- add a single edge in the middle of the quad: you won't have any distortion with Subdivision Surface, but the resulting mesh contains triangles
- add this edge loops and remove the two edges marked in red, so you will keep a pure quad mesh
New contributor
New contributor
answered Apr 13 at 13:52
G. GaroneG. Garone
1461
1461
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New contributor
$begingroup$
That's the problem: Either I have triangles or excess edge loops. I removed the green edges in the second picture, so I don't have to deal with them in unrelated parts of the mesh.
$endgroup$
– itmuckel
Apr 13 at 14:41
add a comment |
$begingroup$
That's the problem: Either I have triangles or excess edge loops. I removed the green edges in the second picture, so I don't have to deal with them in unrelated parts of the mesh.
$endgroup$
– itmuckel
Apr 13 at 14:41
$begingroup$
That's the problem: Either I have triangles or excess edge loops. I removed the green edges in the second picture, so I don't have to deal with them in unrelated parts of the mesh.
$endgroup$
– itmuckel
Apr 13 at 14:41
$begingroup$
That's the problem: Either I have triangles or excess edge loops. I removed the green edges in the second picture, so I don't have to deal with them in unrelated parts of the mesh.
$endgroup$
– itmuckel
Apr 13 at 14:41
add a comment |
itmuckel is a new contributor. Be nice, and check out our Code of Conduct.
itmuckel is a new contributor. Be nice, and check out our Code of Conduct.
itmuckel is a new contributor. Be nice, and check out our Code of Conduct.
itmuckel is a new contributor. Be nice, and check out our Code of Conduct.
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