Hi guys. I'm working on a small project for my portfolio which is the Kiev 4 film camera and I ran into a problem with a seemingly unsolvable N-Gon.
This is the N-Gon I'm talking about, that big poly in the middle (duh)
As you can see below, it's very detailed, I'm going for the high poly count.
But when I smooth it, the wireframe looks awful and I don't think it would be nice to put that in the portfolio.
Here's that part on the camera:
Does anyone have any ideas how I can make this mostly quads?
I tried many thing like connecting vertices across the model but that's also impossible because of the angles. I really have no clue, never had an NGon problem that big.
Here's the .obj if you want to try it out, just make sure to keep the form of the object same, only adjust topology, these smooth edges need to stay smooth:
http://db.tt/ZmOIVh3G
Thanks guys,
David.
Replies
Great! You don't have an Ngon problem!
I would widen your bevels a bit, however, these won't show up very nicely in a bake.
Yeah, I know about that, I just wanna model the whole thing and then tweak it afterwards.
If it needed to deform like a character model, or it needed to be tesselated on the fly for displacement-mapping, then that's a different set of rules, and this kind of topo would suck.
If you have shading errors, you could connect some edges across the middle of that ngon, break it up into smaller ngons. You could also weld some of those edge-loop terminal verts without causing shading errors.
if your worried about wires, just use the cut tool to hand cut a few edges across the face.
You're being obsessive about this.
As for your model here, you need to work on your edges a bit, they're all too hard at the moment. If you plan on baking this down to a lowpoly with normal map, fatten up those bevels and it will read a lot better.
Yeah, no.
just cut through the top until every face is a quad..
but like everyone said already, if you only use your highpoly for bakes, noone cares how there wire looks as long as the onject itself looks fine