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๐Ÿงต Quads and artifacts

Anonymous No. 990502

How can I eliminate these artifacts?
I need to have additional quads in that part of the dress because it stretches a lot when rigging
All of these are quads

Anonymous No. 990503

Let me reword my question, the OP barely makes sense:
Is this the correct way to handle this? I'm getting some lighting artifacts when turning on smooth shading, so my guess is on.

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Anonymous No. 990510

>>990502
>>990503
SubD shit is pinching hell on surfaces that aren't flat when polys things aren't straight rows and columns of quads. Artefacts in such surfaces will borderline always exist and are just a matter of minimizing their appearance. Easy solution is to have a higher poly base.

Divide your whole model, and revert areas that don't need the extra rez back to the grid like structure (do them in whatever order you think is best for each area). Artefacts should be less noticeable in the areas you keep non gridded after some tweaking.
All that said, maybe wait for some others to give their thoughts, I'm not 100% sure that this is the best thing to do

Anonymous No. 990511

>>990510
Ignore pic related, was going to say something else lol

Anonymous No. 990518

>>990502
Cris please stop, you've messed up topology of a fucking cylinder

Anonymous No. 990519

>>990502
>it stetches a lot when rigging
the hell? can't you just have more geometry for the for the dress overall?

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Anonymous No. 990527

>>990519
thats the issue, I'm not sure
its for my own vidya, and I'm aiming for low-spec compatiblity

>>990510
I think I found the solution, I just needed some sleep

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Anonymous No. 990528

>>990502
>>990527
if that's your highpolycage, do the left version
if it's your lowpoly, do the right version

there is nothing wrong with using ngons and tris in your subdivision cage as long as you're aware what they're doing. Tris pinch, ngons sag, that's it.

Anonymous No. 992665

>>990502
Check this thread
>>966562

There are some examples where you can see the flow of the polygons.

Anonymous No. 992708

>>990527
Why don't you use Maya?
The no topology workflow is amazing

Anonymous No. 992709

>>992708
this has been said a million times by... SOMEONE, but nobody has shown this 'no topology workflow' that you keep saying Maya has.
Show us what you're doing. c'mon already.

Anonymous No. 992720

>>992709
he is a fucking asshole trolling outside of /b/