View Full Version : Need edgeloops while maintaining quad structure
07-24-2009, 03:50 PM
I am having abit of a trouble defining all quad edgeloops.
Here is the normal view:
Here is the smooth view:
where do I add edgeloop so that I maintain quads and crease the edges to give a rectangular shape to crevice instead of the oval?
Thanks in advance
07-24-2009, 05:42 PM
You'll need to add a loop right through the middle(along the Y axis in the second pic) and cut around the corners to kill the 4 large n-gons which will create a loop once you've tidied up the corners.
this will give nice topology to form a clean hard edged rectangular shape.
07-24-2009, 05:57 PM
Thanks for the reply! I am not sure what you mean by "and cut around the corners to kill the 4 large n-gons which will create a loop once you've tidied up the corners.
this will give nice topology to form a clean hard edged rectangular shape."
Could you make a paintover please?
07-24-2009, 09:38 PM
OK this is how I interpretted what you meant..
Am I correct? Anyway this along with some tweaking solved my problem..Thanks man!
07-24-2009, 11:13 PM
it's worth mentioning that for hard surface modeling it's nearly impossible to have all quads, so if you run into a situation where you need to use an ngon or triangle to get something to look right, don't beat yourself up over it. In the end it's all about what the finished result looks like, and when you subdivide your mesh to smooth it- all of the ngons and tris become quads anyway (thanks, fractal math!).
In some situations it's impossible to get a distortion-free smooth without using an ngon or a triangle.
07-25-2009, 04:05 AM
Thanks for the tip mate. I guess I always try too hard to get quads even though sometimes I get better results without them..
07-25-2009, 04:05 AM
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