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?










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    1












    $begingroup$


    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?










    share|improve this question







    New contributor




    itmuckel is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
    Check out our Code of Conduct.







    $endgroup$















      1












      1








      1





      $begingroup$


      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?










      share|improve this question







      New contributor




      itmuckel is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.







      $endgroup$




      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






      share|improve this question







      New contributor




      itmuckel is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
      Check out our Code of Conduct.











      share|improve this question







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      asked Apr 13 at 11:44









      itmuckelitmuckel

      1164




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          2 Answers
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          1












          $begingroup$

          Going into wireframe mode shows that the subdivision creates a fold in the model.



          enter image description here



          Creasing the sides of the star trek polygon pulls the fold out.



          enter image description here



          That basically solves my problem, because the render looks right, but the topology doesn't:



          enter image description here






          share|improve this answer








          New contributor




          itmuckel is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
          Check out our Code of Conduct.






          $endgroup$





















            1












            $begingroup$

            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:




            1. 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


            solution1




            1. add this edge loops and remove the two edges marked in red, so you will keep a pure quad mesh


            solution2






            share|improve this answer








            New contributor




            G. Garone is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
            Check out our Code of Conduct.






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            • $begingroup$
              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












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            2 Answers
            2






            active

            oldest

            votes








            2 Answers
            2






            active

            oldest

            votes









            active

            oldest

            votes






            active

            oldest

            votes









            1












            $begingroup$

            Going into wireframe mode shows that the subdivision creates a fold in the model.



            enter image description here



            Creasing the sides of the star trek polygon pulls the fold out.



            enter image description here



            That basically solves my problem, because the render looks right, but the topology doesn't:



            enter image description here






            share|improve this answer








            New contributor




            itmuckel is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
            Check out our Code of Conduct.






            $endgroup$


















              1












              $begingroup$

              Going into wireframe mode shows that the subdivision creates a fold in the model.



              enter image description here



              Creasing the sides of the star trek polygon pulls the fold out.



              enter image description here



              That basically solves my problem, because the render looks right, but the topology doesn't:



              enter image description here






              share|improve this answer








              New contributor




              itmuckel is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
              Check out our Code of Conduct.






              $endgroup$
















                1












                1








                1





                $begingroup$

                Going into wireframe mode shows that the subdivision creates a fold in the model.



                enter image description here



                Creasing the sides of the star trek polygon pulls the fold out.



                enter image description here



                That basically solves my problem, because the render looks right, but the topology doesn't:



                enter image description here






                share|improve this answer








                New contributor




                itmuckel is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                Check out our Code of Conduct.






                $endgroup$



                Going into wireframe mode shows that the subdivision creates a fold in the model.



                enter image description here



                Creasing the sides of the star trek polygon pulls the fold out.



                enter image description here



                That basically solves my problem, because the render looks right, but the topology doesn't:



                enter image description here







                share|improve this answer








                New contributor




                itmuckel is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                Check out our Code of Conduct.









                share|improve this answer



                share|improve this answer






                New contributor




                itmuckel is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                Check out our Code of Conduct.









                answered Apr 13 at 13:13









                itmuckelitmuckel

                1164




                1164




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                New contributor





                itmuckel is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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                itmuckel is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                Check out our Code of Conduct.

























                    1












                    $begingroup$

                    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:




                    1. 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


                    solution1




                    1. add this edge loops and remove the two edges marked in red, so you will keep a pure quad mesh


                    solution2






                    share|improve this answer








                    New contributor




                    G. Garone is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                    Check out our Code of Conduct.






                    $endgroup$













                    • $begingroup$
                      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
















                    1












                    $begingroup$

                    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:




                    1. 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


                    solution1




                    1. add this edge loops and remove the two edges marked in red, so you will keep a pure quad mesh


                    solution2






                    share|improve this answer








                    New contributor




                    G. Garone is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                    Check out our Code of Conduct.






                    $endgroup$













                    • $begingroup$
                      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














                    1












                    1








                    1





                    $begingroup$

                    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:




                    1. 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


                    solution1




                    1. add this edge loops and remove the two edges marked in red, so you will keep a pure quad mesh


                    solution2






                    share|improve this answer








                    New contributor




                    G. Garone is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                    Check out our Code of Conduct.






                    $endgroup$



                    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:




                    1. 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


                    solution1




                    1. add this edge loops and remove the two edges marked in red, so you will keep a pure quad mesh


                    solution2







                    share|improve this answer








                    New contributor




                    G. Garone is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                    Check out our Code of Conduct.









                    share|improve this answer



                    share|improve this answer






                    New contributor




                    G. Garone is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                    Check out our Code of Conduct.









                    answered Apr 13 at 13:52









                    G. GaroneG. Garone

                    1461




                    1461




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                    New contributor





                    G. Garone is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                    Check out our Code of Conduct.






                    G. Garone is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
                    Check out our Code of Conduct.












                    • $begingroup$
                      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




                    $begingroup$
                    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










                    itmuckel is a new contributor. Be nice, and check out our Code of Conduct.










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