Questions tagged [topology]
Questions about topology. Topology refers to the arrangement of faces, edges, and vertices on a mesh.
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What is causing this stretched shading on the mesh and how can I fix it?
I am modeling a Z GT500 and I have this weird stretched shading/reflection on the rear panel:
Despite the topology is somewhat fine. Can looptools fix this or is there any other way?
I include a ....
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Dress / Skirt weight between thighs major clipping
I've searched this exchange and several other sources for a good solution, and to be honest most second life creators also have this issue, but I just know there HAS to be a better solution. Basically ...
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Problem with vertices after joining two objects
I am relatively new to blender. I am trying to merge a rough lower torso to legs.
I used a union Boolean modifier to join them. The topology where they connect is not great all around but one side is ...
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Irregular "smooth" shading / artifacts still present with flat face smoothing selected
When using eevee and enabling "Scene World", with Mesh > Shading > Flat faces enabled, blurred and irregular shadows still appear.
I have checked/recalculated the normals (they are all ...
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Removing extra verts after boolean operation
is there any option for easy clean up after using boolean mod? Removing this extra verts take to much time.
Ofc Merge by Distance is already used.
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How to fix this ugly crease on this corner?
I am modeling a Z GT500 and I have this ugly crease on this corner despite already trying Looptools flattening/Gstretch:
Despite the topology isn't that bad:
I even tried manually moving the middle ...
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Creating a parabolic-shaped arch more automatically
I'm trying to create an arch in the shape of a parabola, like the arch in JK Bridge (Brasília-Brazil).
I managed to "model" it manually, using some reference images, but it didn't turn out ...
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Topology Problem. Surface not smooth
I tried reducing the number of lines with this method, but the result was that the surface became jagged. I want the surface to remain smooth.
I did another experiment, but the results were still not ...
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Why is the shading different on these two different parts of the same mesh?
I modeled a Z GT500 front and as I cut gaps on this mesh to finish it I noticed it has a very different lighting/shading despite using the same material, correct face orientation, applied scale; ...
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Why my entire edge selection suddenly stop?
When I select the entire edge suddenly the selection stop in that point as show in the picture.
Cant figure why!!! What I can do?
There's no ngon, no double faces, no double vertex......
Thanks for ...
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How to remove this bumpy/bad shading while not making the fender mesh more dent?
I am modeling a Z GT500 but at the joining corner at this mesh I get nasty shading that can be visible even in the game I am making it for:
The topology:
What I would like to avoid:
The rest of the ...
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What’s the thing with Ico spheres?
I watch a lot of blender tutorials. And I see 80% of the time people rather use Ico spheres rather than UV spheres. Why is that? Is there a thing that I’m not seeing that UV spheres DONT have but Ico ...
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Rounded inside corner at the intersection of two planes
I'm trying unsuccesfully to reproduce a detail at the inside corner of two planes that meet are perpedicular with one having a bevel. Any suggestions would be appreciated.
Example of inside rounded ...
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How do I elegantly build this sort of mesh?
Good day fellow blenderers.
Not so much a question of ' how do I do exactly this thing?' but more of a ' is there a best practice approach' type of question.
When you have an irregular shape that you ...
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Is Extrude or Boolean the better method?
When trying to create a game-ready-asset with a handle like an axe or a hammer, is it better to extrude the handle from the object so that it remains as a whole, or is it better to create the handle ...
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Beveling smooth corners
I'm creating interior geometry in Blender. I'm going for a smoothed look, so I created the basic floorplan for my interior, beveled the corners which I wanted smooth, and then extruded the faces ...
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How can I remove this crease/fix the topology of this subdivided mesh?
I am modeling a Z GT500 rear fender but I can't fix specific shading problems on it due to bad topology, one of them being this corner having an ugly crease with subdivision surface applied:
No ...
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How to merge these pairs of vertices?
These two objects were created with an applied mirror modifier. I would like to join them up by merging the pairs of vertices on each row. I tried "merge by distance" but it took no effect. ...
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Challenging Transition from Vertical to Horizontal Faces
I'm trying to make a transition from vertical to horizontal faces, but I have no idea how to do it without causing shading issues. I've never seen the pattern like this before and I didn't find ...
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How should I go about the shoulders on this exceptionally noodly character?
Everything else i've figured out about other shoulders really isn't helping here. I'm going to rig and pose this after this step is done
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How to connect flat and tilted edges properly?
I create a mesh with this specific pattern and I need to connect this two edges without causing shading issue (img 1). If I just fill them with F key the shading doesn't work properly because the ...
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Topology cheat sheet
Where is a good source for image examples of reducing and increasing quad amounts. i.e. 5 to 1, 4 to 1. etc.
Edit: What I'm trying to create is a slide for a weapon. That has good topology for video ...
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How can I clean the topology of this rectangular shape which was beveled?
I was wondering if there are methods of improving the topology to prevent ngons from occurring in the shape pictured below:
I have attempted to inset the face to continue quads but it ends up like ...
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Why is my mesh separating from my topology with simple deform modifier?
I'm using a simple deform modifier. I'm not sure what exactly is happening here. Basically when I adjust the angle it's separating from my mesh. Anyone know how to fix this?
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How do i acheive nice edge flow around this mesh
I want to create a nice supporting loop around the edge of this mesh. With nice edge flow.
But I keep coming to the same outcome which doesn't flow properly
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Need help rotating faces as seen in image
I've been trying to find a solution in this forum and online, but unfortunately, I haven't come across a suitable answer. I'm hoping that someone here can assist me with my query.
I'm trying to figure ...
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Retopologize high poly geometry-nodes-generated shape to low poly
I have this geometry that I generated using geometry nodes. It is super high poly and I need to reduce the number of polygons to as low as possible. What would be the most optimal way to do this? I ...
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Best corner topology for clean subdivision and shiny materials
I'm working on a part of a tyre and I think I need some guidance on how structure the topology around sharp corners. When I turn on Blender's "metal car paint" matcap I can see when I move ...
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Modelling Vizux M400 - topology question
I would be grateful for advice on how to build a topology for this part of the Vuzix M400 glasses. I have already re-modeled them from scratch three times, and each time it turns out not exactly what ...
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How to retrace this topology?
I have got my hand on this mesh with a very clean topology recently and I want to learn how the creator did it, to no avail. The hardest part is where the groin joint with the thigh. The thigh loop ...
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Merge two radial shapes with clean topology
I am working on a joint which look like this. I would like to join the parts in a spherical fashion with the faces that I indicated with green marks. This type of problem keeps coming up and I don't ...
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Chinese hand fan type topology
I have these faces:
Now I'd like to add faces in a way that creates the shape of a chinese hand fan:
How can I achieve this?
This is my attempt with E+S (extrusion and scale), which is wrong:
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Bevel modifier with limit weight and edge weight creates bad topology vs bevel tool, why?
The topology using the bevel tool behaves as expected, however, when using the bevel modifier with the limit method "weight" and "edge weight" applied it creates bad topology. ...
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How to mirror selection without adding new polygons/vertices
Let's say I want to select some vertices on the left arm of a model, I want it to also select the same vertices on the right side, the model already has both sides but without the mirror modifier
I ...
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How can I fill a complex face with good topology?
As shown below, I've got a complex shape/loop (340 verts) which I'm using as the base shape of some scaly hide/skin. I need to fill this with a dense mesh so it can be deformed with a lattice (to ...
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Incorrect reflections (topology problems) in Cycles
Is it possible to fix these "cracks" that appear when rendering in "Cycles"?
Everything looks correct in EEVEE.
Maybe the problem is how I modified the "crystal".
(...
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Can a mesh be morphed into a fluid simulation?
I'm trying to create a melting animation using fluid simulation. However, I need the simulation to have the same topology as the original mesh. I tried using the method in this answer, but my object's ...
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How to create good mesh topology for a complex shape
I have been searching for an answer to no end, but maybe I am wording it incorrectly. I have this dieline that I need to bring into Blender and create a mesh. See attached. How can I create a clean ...
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Subdivide mesh WITHOUT creating new faces?
Is there a way to subdivide a mesh without creating new faces? To clarify, I want to somehow "subdivide" all edges of a mesh, but keep the face count the same as before.
Example: A quad ...
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Need guidance on achieving smooth edges and round corners for a case model in Blender 3.3.1
Title: Need guidance on achieving smooth edges and round corners for a case model in Blender 3.3.1
Hello Blender community,
I'm relatively new to Blender and I'm currently working on creating a model ...
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how to make quad topo here? [duplicate]
I can't figure out how to properly make quad topology here so that it is nice and smooth & pinching-free after sub-div surface modifier? Help plz c:
I am getting such shading errors (waves)
See ...
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How can I blend these two meshes perfectly together without wrinkles?
I am modeling a Nissan Z GT500 car model and I have this problem on many parts of the car I don't know how to solve.
I want the "ducktail" part of the car to blend in the main body panels ...
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Weird clouds appearing when converting mesh into SDF
I'm following this tutorial on how to morph one object into another. It converts an object into an SDF, similar to a Metaball, so they can merge together. It works for most objects, but the ones I am ...
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Topology Issue after sculpting
Apologies for the interruption, but I've come across an issue with the topology of my 3D model.
Prior to sculpting, the topology was perfectly fine, but after completing the sculpting process, it ...
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Pinching issues
How do i model these 2 shapes (a sphere and a slightly flattened sphere) so that there are no corners visible? This image cant show the topology errors but trust me there is. 2 corners when subdivided ...
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Creating a plane composed of equilateral triangles
Is there any straight forward method or existing python script for handling this case? I want to make some renders of "nets" of tessellated equilateral triangles. So far I have not found a ...
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is this good topology for a quad-only mesh? what is this called?
I'm very new to 3d modeling, and I've recently come across a very simple (and seemingly common) situation that I'm trying to find out a remedy for. I've heard very basic things about how having tris ...
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Model parts stretching when moving armature
I just made a human model and rigged it, but its body parts are stretching unnaturally when I'm moving these bones (images provided):
upper arm
forearm
hand (palm)
Should I do retopology, weight ...
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should I connect vertices on a high poly or low poly mesh?
if I am making a low poly to high poly object, does every vertex have to connect on either the high or low poly?
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How Can I Turn a Right Angle Into a Quarter Circle?
In trying to fix the n-gons and tris on a mesh, I've run into a problem where I need to turn a set of vertices that forms a right angle into one that forms a curve.
You can see that most of my edge ...