๐งต Quads and artifacts
Anonymous at Tue, 23 Jul 2024 07:20:17 UTC 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 at Tue, 23 Jul 2024 07:22:32 UTC 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.
Anonymous at Tue, 23 Jul 2024 08:18:18 UTC 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 at Tue, 23 Jul 2024 08:19:19 UTC No. 990511
>>990510
Ignore pic related, was going to say something else lol
Anonymous at Tue, 23 Jul 2024 13:45:10 UTC No. 990518
>>990502
Cris please stop, you've messed up topology of a fucking cylinder
Anonymous at Tue, 23 Jul 2024 13:46:19 UTC No. 990519
>>990502
>it stetches a lot when rigging
the hell? can't you just have more geometry for the for the dress overall?
Anonymous at Tue, 23 Jul 2024 16:02:12 UTC 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 at Fri, 23 Aug 2024 19:41:46 UTC No. 992665
>>990502
Check this thread
>>966562
There are some examples where you can see the flow of the polygons.
Anonymous at Sat, 24 Aug 2024 16:21:15 UTC No. 992708
>>990527
Why don't you use Maya?
The no topology workflow is amazing
Anonymous at Sat, 24 Aug 2024 16:40:34 UTC 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 at Sat, 24 Aug 2024 19:37:45 UTC No. 992720
>>992709
he is a fucking asshole trolling outside of /b/