Hey I want to connect these ears to this head. The thing is I want to rig it later and I'm worried that if I don't actually join the two meshes together it will look weird if I move the ears with a joint. Would it work regardless or do I need to connect both meshes. If I have to connect them the problem I have is that obviously there are aren't enough vertices on the head to properly connect the ears to it. I know about adding a new edge or also subdividing so that's really no problem. What I want to know is if this is absolutely necessary or if there's a way to connect these 2 objects together without doing this.

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  • $\begingroup$ It might look strange if you want the ear to bend, but it's hard to say. There is really no way to connect mismatching geometry without making a mess of tris (if you don't mind tris, then try the bridge tool; W> Bridge edge loops). Since it's kind of hard to make separate objects which match perfectly, I think the easier solution is to extrude the ear out of head. $\endgroup$ – gandalf3 May 9 '14 at 0:28
  • $\begingroup$ Ok I see what you mean. Just to make sure tris are faces with only 3 edges correct? Another thing is I see people model online but they do it face by face. I might just start doing that. It looks like it takes a lot more skill but it also seems to eliminate a lot of problems $\endgroup$ – luigi May 9 '14 at 0:30
  • $\begingroup$ Yes, that's a tri(angle). Here is a list of tutorials on blender.org covering many topics, including modeling. Also see the beginner's reference, which lists many good tutorial sites. Hope it helps :) $\endgroup$ – gandalf3 May 9 '14 at 1:00
  • $\begingroup$ There are ways to join edge loops with different vertex counts, basically you have one or more loops that alter the vertex count. This answer shows some ways to do that and links to another post with more examples. $\endgroup$ – sambler May 10 '14 at 0:15

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