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File: goof.png-(83 KB, 1091x568)
Hello /3/I'm making a...
Anonymous 06/24/14(Tue)20:16 UTC+1 No.428347 Report

Hello /3/
I'm making a basic (shitty) helmet in Maya.
I've run in to a problem where I have two tri's on the top of the helmet. I've been trying to fix it for about 1½ hour now without any luck, Youtube and Google did not help that much. Do anyone of you know how to fix this?
(I am not very experienced in modeling)
Cipheos 06/24/14(Tue)21:01 UTC+1 No.428352 Report
File: fix.jpg-(125x65)
Why not add two vertices to an...
Why not add two vertices to an adjacent square?
I don't know how you made this shape but if you don't know how to add vertices, here's a guide describing how to add and connect them.

slocik 06/24/14(Tue)21:08 UTC+1 No.428355 Report

no other way, ether remove the last edge loop or add another one, you just cant create one additional vert without messing teh topology, the number of outer edges needs to always be even
Anonymous 06/24/14(Tue)21:23 UTC+1 No.428358 Report


I don't really understand, the triangles are still there if I do as you say (?). Am I not understanding you right?

Never the less, I managed to fix the back part but I still have one tri on the front
Anonymous 06/24/14(Tue)21:28 UTC+1 No.428360 Report


">428347 (OP)" meant for >>428352
slocik 06/24/14(Tue)21:31 UTC+1 No.428362 Report

good now connect the ngon to the ris and you got 3 quads.
Now move the vert a bit to teh side and it looks really p[retty
Cipheos 06/24/14(Tue)21:31 UTC+1 No.428363 Report

Hmm but you would add an even amount wouldn't you? Well anyway this isn't my learning experience to be so I'll just leave it to someone more knowledgeable, sorry.
Anonymous 06/24/14(Tue)21:47 UTC+1 No.428366 Report


Oh thank you so much!
I just have one last question
(See image - dashed line)
slocik 06/24/14(Tue)21:56 UTC+1 No.428367 Report

If you add the loop at the bottom you end up with another triangle there
But if you mean does that loop have to be on top, then no, you can add it at the back at the bottom, you just have to keep the number of outer edges even if you want to have all quad topology
Anonymous 06/24/14(Tue)22:04 UTC+1 No.428368 Report


Alright then!
Thank you so much for your help, you have saved me hours of frustration.
Now I can finally move on
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