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Clean Corners for Subdivision



The 2019 Stack Overflow Developer Survey Results Are In
Announcing the arrival of Valued Associate #679: Cesar Manara
Planned maintenance scheduled April 17/18, 2019 at 00:00UTC (8:00pm US/Eastern)
2019 Moderator Election Q&A - Question CollectionHow to connect sharp edge with smooth one?Is there an effective way to cut out a portion of a model without destroying it's topology?Beginner question: Increasing poly density for a single side of a cubeA clean way to create crease-cavityEqualize subdivision of a meshRectangular shapes in cylinders with subdivision surfaceConverting the Sponza Palace ceiling into square-like facesMerging characters body parts with a different edge loop countUsing edge loops for sharp edges without distorting the mesh?Bevel and Subsurface makes concave corners weird





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$begingroup$


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.
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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







      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




      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.









      asked 5 hours ago









      itmuckelitmuckel

      1164




      1164




      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.





      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.






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






















          2 Answers
          2






          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












            $begingroup$

            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
              2 hours ago












            Your Answer








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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 4 hours ago









                itmuckelitmuckel

                1164




                1164




                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.





                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.






                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
                      2 hours ago
















                    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
                      2 hours ago














                    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 3 hours ago









                    G. GaroneG. Garone

                    561




                    561




                    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.





                    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
                      2 hours ago


















                    • $begingroup$
                      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
                      2 hours ago
















                    $begingroup$
                    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
                    2 hours ago




                    $begingroup$
                    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
                    2 hours ago










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










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