Newbie Help With Topology

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  06 June 2010
Newbie Help With Topology

Hello everyone, first let me say that I am very new to modeling...I have been trying to teach myself for the past two weeks now and have run into some problems with my topology.

I tried to model a very basic gun but when I smooth, there are many problems with edges of the model and such not being smooth. I've tried to keep everything in quads and not too spaced out, but I'm missing some are a few pictures.

Original model frame

After Subdivide

Close up example of the problem
  06 June 2010
To make this a little more clear here are some more friend did say to bevel the three edges in the middle which I did as you'll see in the picture below and it did make the dents smaller, but I am looking for a way to get rid of them completely. Any help as to why this happens, or how I can avoid this happening when I'm modeling my original before smooth, or if this just happens to everyone. Just trying to learn here, if there is a rule to modeling so this doesn't happen or the necessary steps to fix this stuff. Any tutorials, or advice you could give me on this specific problem would help me more than you can imagine.

The left side which I posted wireframe above, as you can see the dents.

Here is the right side wireframe before smooth

After smooth

Here is the bevel(advice I got from my friend) on the three middle edges which made the dents smaller

Then the wireframe after I smoothed it like this

This is the above pic close up of the dent

and last but not least showing the problem from another angle

Sorry for uploading the pics in a confusing way, hope that helps though. Once again I'm not asking for someone to fix it for me, but give me advice how I should approach this problem so I can prevent/fix all these dents in the future. Thanks!
  06 June 2010
try this:

also, try pressing '3' on your keyboard, it helps when working with subdividing. ('1' to switch out of smooth mesh.)
  06 June 2010
Dare-o suggested a pretty good layout and I would also definitly use the smooth mesh preview as well. One extra note on the smooth mesh preview you can Page up and Page down with the preview to give you varying degrees of smooth.

Since you're just starting out I might suggest Hard Surface Essentials video by Grant Warwick. Its in 3ds Max, but the techniques hold up in Maya. Really nice tutorial.
Go Gators!
  06 June 2010
You need to be very mindful of the degree of angle that exists when any two planes intersect each other. A sharp angle can produce an unintended side-effect (of many kinds).

Dare-o's (good and practical) suggestion basically amounts to a bevel. You'll probably want to bevel all of the edges on this model, and to do so routinely as a matter of course. (Even when, surprisingly enough, "the edge looks 'smooth' to me.'"

I've noticed that a sharp-angle that is concave often creates an unwanted fold, whereas a sharp-angle that is convex often produces a blobby, ill-defined edge. All of which are what you're calling "dents."

In the program that I use, Blender, there's a very nice "bevel modifier" which can be applied one or more times. It's a non-destructive modifier that produces beveling, and that can be "made real" (applied to the object's geometry) if desired. Which is very handy; sort of the best of both worlds. Your software probably has the same.
  06 June 2010
First of all, thank you for the help. when I get some time I am going to watch that tutorial and try implementing the edges suggested here as well. I also did not know the degree of the angles had an effect like that on the geometry; thanks for the important piece of info sundial.

Last edited by Doomc : 06 June 2010 at 08:08 PM.
  06 June 2010
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