davidstoolie opened this issue on Feb 16, 2015 · 54 posts
LuxXeon posted Thu, 19 February 2015 at 2:39 AM
I'll sculpt something cool in Sculptris, or in Blender using the sculpting tools, then I'll go ahead to create some retopology. This, to me, is the only way I can model a proper object. But even using this techniques, I end up failing. I start by creating strips of squares along the surface of my sculpt, then connecting the strips, and keep going until it's all filled in. But I alway always end up with a model full of ngons or triangles, and if I try to subdivide it, it has nasty creases, bumps, or whatever where I don't want them.
One rule of thumb to always keep in mind when it comes to topology is to always think in even numbers. If you create poly strips which always consist of an even number of polygons, and bridge them together with an even number of edge segments, you will always end up with a quad mesh (topology which consists entirely of 4 sided polygons). If it is not mathematically possible to maintain quads, no matter how you create your poly strips, then that's ok. Just try to place your tris in flat, planar areas of the mesh, and it should subdivide just fine. It's that simple. So just remember to think in terms of an even number of edges or polygons, and that will help you to create a good quality topology, almost always. As others have suggested, don't give up. Keep going, and start out as simple as possible. Start in this thread. Think of a simple object you would like to learn how to model, but wouldn't be able to finish on your own at this point. Post the name or picture of the object here, and I promise I will help you create that model from start to finish, in this thread. I normally do not use Blender to create models, but I will either post video or series of screencaps to help you along, using Blender. Guaranteed, you will be able to build that model, and it will be easier than you think.
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