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

2 votes
Accepted

Topology not smooth and trying to work with a 6 pole

I think you can solve the problem adding some kind of inset around the pole. Like this: If you want to adjust the sharpness around the pole, select the 12 surrounding vertices and use G G to edge sl …
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2 votes
Accepted

Prevent overlaping loop cuts from merging

Most likely one of these two options is on: Proportional editing, on left and the first edge loop is influenced when you move the second one Auto merge vertices, on right and the vertices were actua …
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3 votes

Messed up model, quads?

I'm quite sure this is not because of the triangle, but much more because there is an additional vertex or edge hidden behind. Something like this: Keep in mind that triangles are not absolutely f …
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7 votes
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How to check if all my faces on mesh are all quads using a script

I suppose your goal here is not for the script, as you say "or if there is a pre-build button". So in edit mode, set the selection mode to 'face', select any quad and use the menu "Select/Select simi …
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0 votes

UV Triangulation Issue

The why is given here. Workarounds: If you want to keep the grid at the same size: Use the option "correct face attribute". If you want to stretch down the grid when scaling down: Use some subdiv …
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2 votes

Topology: Pinching in Concave vs Convex corners

To illustrate the situation, this is due to this vertex that is on top of the two triangles, not directly because of the triangles, but because it is not supported, on its sides (as opposite to the on …
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2 votes

What should a proper grid for a bevel look like?

You can lower this using autosmooth shading and adding a normal edit modifier: Normal edit with "radial" option will align all the normals with axis coming to the face from a center (which can be the …
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5 votes

How to create this curved 90-degree-angle quickly

I don't think the diamond shape is so weird, but you can do the following: Keep your beveled initial setting: Then: Select the 'diamond' parts Subdivide using W Select the resulting vertices S …
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4 votes
Accepted

Strange shape when deleting faces

he subdivision surface modifier is placed before the mirror. Invert them. The reason: if before, subdivision surface will smooth vertices out of the mirror axis, so they won't join anymore.
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1 vote

Topology Problem. Surface not smooth

You can use this kind of topology, where the mesh goes around the corners: I suggest you don't matter of the circular part at the begining, as you can always make it circular at the end using loop tools …
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3 votes
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How to apply outlines to edges of faces in a mesh?

Using Cycles (bevel node is Cycles only), you can do the following to obtain a mask: It compares the angle of the face normal to a normal generated by the bevel node. The less they are the same, the …
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4 votes

How do I create a sphere with six circles cut into it?

Here is a setup that allows to have the result from one plane. Practically speaking (regarding how is the final model in the question), I don't think this is better than the other answers, but it all …
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2 votes
Accepted

Vertex slide evenly inwards

The gif shows a bevel operation. In edit mode, select the vertex at the corner, then use CtrlB then, during the bevel operation, use the V key to apply the bevel op to the vertex.
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1 vote
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How to fix bad topology?

You mesh has inverted normals and hidden faces that are not quad: Hidden faces can be revealed in edit mode with AltH. Delete them. Once done, recheck the normal and if need correct them (either Shif …
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2 votes
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How can I keep quad topology on geometric models?

This is not conventional and may have consequences on the topology, but what can be done: Select the wall bottom edges and subdivide them by 2. So that you have. …
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