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  • Silver Contributor

Can anyone solve this triangle for me? No matter what I do, I just move it from place to place. I feel like there must be a way without going to the edge and propagating around the other side.

 

Thanks

Screenshot 2020-01-27 at 15.46.54.png

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...and you definitely don't want to do this then, which is how I'd solve it if I was in a hurry ? 🙂

 

image.thumb.png.c20ffb19ca19afaab8bfd0635c7d3bdd.png

 

Hang on though - I will find you a craftier way...

 

CBR

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  • Silver Contributor
10 minutes ago, Cerbera said:

down the hole,

 

You know, in the four hours I've spend modelling this lump, it never once occurred to me that I could add an extra loop into that hole. Thanks for all of these, they are supremely educational. 

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You may be wondering why I didn't suggest this as an option, which runs a much simpler single edge into the hole...

 

image.thumb.png.43e17502dafd8c0e750d3ac64acc0660.png

 

...but the reason why I don't like that so much is that it gives us a kite quad and a diversion to the edge flow slightly too close to the perimeter loop for my liking, hence the slightly more complex alternative above...

 

CBR

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  • Silver Contributor

A kite quad, now I know what those things are called. Yes, this was my solution for a while as well. Is there a way of doing it without running any more loops to the edges whatsoever? Or is it simply impossible?

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Not unless you can make this work for you - ie LOSE an edge by the hole...

 

image.thumb.png.133ae2e85c5cf852a885eef3df43eaed.png

 

It should be possible (though only just) to still hold the shape of that hole with one less edge, or you could get it from somewhere else...

 

CBR

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Oh, forgot to say, we could also apply the 'do nothing' approach, where we change nothing about our topology but  just apply 1 level of subdivision to the mesh, which solves it for us ! 🙂

 

image.thumb.png.8adcc01c68fffd1bbd57306b377a6fb1.png

 

Everyone should know that trick, but let's not forget the less-widely-known second half to that procedure, the decimation of smaug...

 

Once you have that you can select a whole load of loops to take away again (most notably the tightly bunched ones at the top, but also everywhere else) that are now extraneous, thus preserving the quad solve and the loop detail where you need it, and decimating the mesh (optionally) almost back down to the pre-subdivided level elsewhere... then that can go back under a live SDS (this time L2 max, because we already did it once) and you can carry on from there.

 

CBR

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Just a little summary note for anyone viewing this thread later...

 

When there is a single triangle in an otherwise all-quads mesh, it is impossible to solve that to quads without either:

 

- Adding another triangle in somewhere else

- Running a loop to an open edge.

Subdividing the mesh

 

What you can do first is move the triangle somewhere more convenient (like away from borders, or onto a flatter surface for example), from which to apply either of the 3 options above.

 

CBR

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  • Silver Contributor
21 hours ago, Cerbera said:

Subdividing the mesh

 

Once you have subdivided the mesh, then dissolved all of the excess loops you don't like, wouldn't you end up with one of the solutions that you originally illustrated? 

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