PDA

View Full Version : Any general way of getting rid of tris and n-gons?


Tabris654
09-20-2010, 08:22 AM
Hello all,

I'm rather new at maya, and after about an hour and a half of looking at topology reference for the human face, I'm still not sure how to get rid of tri's and n-gons. I read a couple of older threads, but none had any pictures of examples. I do learn much quicker if I have something visual to reference and look back to. Redirecting loops and deleting edges always seems to make new n-gons or tris for me. Is there any particular formula to follow to get rid of them?

This is my mesh that I have so far :

http://img96.imageshack.us/f/topoba.jpg/

Autarkis
09-21-2010, 05:55 PM
No magic formula. It's mostly trial and errors that will give you the right edgeflow. There's a thread on here somewhere about body topology. It has a lot of pictures of topology that might help you!

Ani-MaX
09-23-2010, 10:56 AM
Like Autarkis said there is no magic formula. To get the topology nice and flowing you gotta look at it like a puzzle game. Gotta find out where the edges gotta go to flow. By merging and changing direction it will eventually get right :)

Hope this helps best of luck.

CGmascot
09-24-2010, 12:54 PM
Actually there is a method that keeps all polygons you make as quads. With it you still need to put thought and work in to directing loops, but at least this way you are not creating triangles or n-gons in the procress.

I introduce and explain the method in words and images here: http://www.cgmascot.com/design/keep-modeling-fun/

And then I show it in video, here: http://www.cgmascot.com/design/animation-character-creation-tutorial-modeling-tools-method/

I also have a few more articles to share on modeling and edgeflow.
http://www.cgmascot.com/design/surface-flow-matters/
http://www.cgmascot.com/design/modeling-for-animation-body/
http://www.cgmascot.com/design/modeling-animation-test/
http://www.cgmascot.com/design/tutorial-model-body/

CGTalk Moderation
09-24-2010, 12:54 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.