Clean Corners for Subdivision The 2019 Stack Overflow Developer Survey Results Are In ...
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Clean Corners for Subdivision
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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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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
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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
itmuckel is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
$endgroup$
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
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
topology
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.
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asked 5 hours ago
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
itmuckel is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
$endgroup$
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
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
add a comment |
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2 Answers
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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
itmuckel is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
$endgroup$
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
itmuckel is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
$endgroup$
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
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.

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
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.
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.
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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.
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
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
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
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
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
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:
- 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
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.
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
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
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
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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