atpo opened this issue on Sep 16, 2018 ยท 9 posts
atpo posted Sun, 16 September 2018 at 6:28 PM
Thanks.And I upload the free model named"nab",you can import to DAZ to see whether it is same as?
Razor42 posted Sun, 16 September 2018 at 7:11 PM
Try checking the direction of the normal and for any polygons with more than four sides in the region.
RHaseltine posted Mon, 17 September 2018 at 6:58 AM
It look as if those are almost triangles with an extra vertex on the long side - try splitting them from the vertex on the long side to the vertex on the point, to make two triangles, if it isn't normals or polygons with more than four vertices. You can triangulate the whole thing, Edit>Object>Geometry>Triangulate, in DS but that's less efficient than doing just the problem areas.
atpo posted Mon, 17 September 2018 at 8:19 PM
Thanks.And this model is real quad not triangles.
Torquinox posted Mon, 17 September 2018 at 8:59 PM
Look at your wireframe. See how the quads are stretched almost into triangles in the affected areas? That's the problem. It's your topology. Blender doesn't care about that, Daz does. Fixing it will make you a better modeler. This is an article from Blender stack exchange. Also search Blender retopology on YouTube.Good videos there.
Torquinox posted Tue, 18 September 2018 at 10:24 AM
Improving the topology of your model will give you a mesh that's easier to rig for animation, easier to set up for uv mapping, and easier to use. You'll have lower poly count and better poly distribution with less chance for render errors, and more professional look to your models. Sort of a pain but worth the effort, I think. ;)
atpo posted Sun, 23 September 2018 at 8:08 PM
Thanks Torquinox. Yes, I used sculpt brush to stretch more larger so triangle.
Torquinox posted Mon, 24 September 2018 at 11:03 AM
Any time. I see you have more new freebies and Blender questions. You're working at it. Excellent!.
atpo posted Tue, 25 September 2018 at 5:29 PM
Thanks.