Questions tagged [topology]

Questions about topology. Topology refers to the arrangement of faces, edges, and vertices on a mesh.

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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 ...
Opar Yusuf's user avatar
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28 views

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; ...
TheNuvolari's user avatar
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1 answer
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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 ...
Lovera's user avatar
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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 ...
TheNuvolari's user avatar
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43 views

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 ...
JarachyArtz1400's user avatar
1 vote
2 answers
48 views

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 ...
Martin Delisle's user avatar
2 votes
1 answer
46 views

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 ...
pezzatron's user avatar
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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 ...
jcmode's user avatar
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3 votes
2 answers
107 views

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 ...
epsilonn_'s user avatar
1 vote
1 answer
37 views

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 ...
TheNuvolari's user avatar
1 vote
1 answer
26 views

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. ...
Egoless's user avatar
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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 ...
DextinteR's user avatar
1 vote
1 answer
26 views

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
FearwithaB's user avatar
1 vote
1 answer
26 views

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 ...
DextinteR's user avatar
3 votes
2 answers
570 views

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 ...
outdoorsScene's user avatar
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1 answer
36 views

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 ...
user145881's user avatar
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0 answers
12 views

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?
Chesca's user avatar
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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
Bernardo Costa's user avatar
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1 answer
42 views

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 ...
N03's user avatar
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63 views

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 ...
Szymon Gołąb's user avatar
1 vote
2 answers
49 views

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 ...
xerosugar's user avatar
1 vote
1 answer
20 views

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 ...
Rumata's user avatar
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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 ...
Revan Raven's user avatar
3 votes
1 answer
134 views

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 ...
Bora Semiz's user avatar
1 vote
2 answers
253 views

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:
reign's user avatar
  • 309
1 vote
1 answer
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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. ...
yanke555's user avatar
0 votes
1 answer
65 views

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 ...
INeedHelpWithThisProblemIHave's user avatar
2 votes
1 answer
121 views

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 ...
Aethon's user avatar
  • 53
0 votes
1 answer
32 views

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". (...
arachnoden's user avatar
  • 1,103
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0 answers
41 views

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 ...
VANN Universal's user avatar
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0 answers
43 views

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 ...
gab's user avatar
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0 answers
52 views

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 ...
M Qwadezo's user avatar
3 votes
1 answer
88 views

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 ...
Max Benen's user avatar
0 votes
2 answers
54 views

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 ...
NewBlenderer's user avatar
5 votes
1 answer
248 views

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 ...
TheNuvolari's user avatar
0 votes
0 answers
30 views

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 ...
unpaid_intern_fr's user avatar
0 votes
0 answers
39 views

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 ...
Zel Kojmane's user avatar
0 votes
0 answers
24 views

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 ...
NewBlenderer's user avatar
2 votes
1 answer
84 views

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 ...
WhisperingShiba's user avatar
2 votes
0 answers
64 views

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 ...
Daneolog's user avatar
  • 215
0 votes
2 answers
43 views

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 ...
unreal kirill's user avatar
0 votes
1 answer
37 views

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?
sundry's user avatar
  • 1
0 votes
1 answer
30 views

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 ...
Tanaki's user avatar
  • 103
-1 votes
1 answer
48 views

How to get rid of the jagged lines in Cycles rendering after using Boolean modifier

After using the Boolean modifier to cut two eye holes on the head mesh, and then I realize that in Cycles render, the reflection and shadow are all jagged: By the way, I have tried "Boolean ...
Blender Lake's user avatar
0 votes
2 answers
54 views

How do I go about adding supporting edges to hold this shape without increasing density on sub-d model

I have this spot with a steep gradient in a ship hull I'm modeling I want to add some supporting edges around this to hold shape since I am using sub-d for this model. This is my attempt at it but it ...
Kuro Noz's user avatar
0 votes
0 answers
19 views

Smooth item extrusion becomes faceted

Sometimes while working a soft shaded item such as an imported Daz Studio figure, any new extrusion I make (for geografts) looks faceted, though the original area is still smooth. How do I make those ...
Cyrinadia's user avatar
0 votes
1 answer
46 views

skin modifier always creates bad topology

I'm designing a character with a skin modifier, but no tutorials mention how hard it is to create good topology with it. Sometimes when I try modeling a tail, it creates a gaping hole over the tail. I ...
Nathaniel Brock's user avatar
3 votes
2 answers
275 views

Redirect edge flow

Beginner's question. I'm working on the low poly version of the model on the left side of the image and I want to understand what's the best way to redirect the edge flow of my model's topology for ...
Erick's user avatar
  • 133
1 vote
1 answer
25 views

How would I connect these parts in a non destructive way?

I want to connect those rounded edges to the ngon next to them in a non-destructive way. This is my low poly model, and I want to connect them so that I can subdivide this model heavily and sculpt on ...
Charlogo318's user avatar
0 votes
0 answers
21 views

Texture painting paints another place due to UV overlapping. How could I fix it?

No subsurf modifier applied mesh. UV islands stick together. Like above image, When texture painting, painting near seams paints wrong place. Reducing bleed px won't solve the problem. I cleared ...
브부이's user avatar

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