This is something I've searched many times over the course of a year, but could not find an answer to, let alone a mention of in this use case.
When you have one of these, it creates an intersecting loop.
In Maya, it creates an error where if you insert a loop, it does not proceed to complete the other half on one side of the intersecting points, however ZBrush does not have an issue with this. In Maya, previewing a loop insert with this by holding [Ctrl], it's not previewable, or is glitched.
You would need two of these on one loop to avoid an intersecting loop, however it is not always ideal if you want to get the right curves, and for polycount density control.
Here is an example of the complex BS I did with the transition from hand to arm in order to get anatomically correct
metacarpals and
triceps brachii tendon in a closed loop while both being and looking clean.
So now for my questions.Are intersecting loops fine outside of topology editing, so long as you have even loops with no spirals?
Is a mesh with intersecting loops considered clean topology?
Will intersecting loops create complications outside of topology editing, or in other software?
I would also like to point out that Daz Studio models have plenty of intersecting loops.
Replies
The only issue I have is that I can't bypass the front thigh muscles without using intersecting loops, or it will be overly dense. Everything else can be considered done.
If you are the entire pipeline, it's best to understand the rules first before you start breaking them.
Usually they are created through many hours of trial and error. More than likely people have already tried what you think is revolutionary and they decided not to use it. Just because it's new to you, it doesn't mean it hasn't been tried.
You could be creating a lot of issues for yourself if you start blazing your own trail too early on in your learning. The chances of you getting yourself lost and there being no one that can bail you out, is pretty high. Once you're familiar with the rules it's fine to question, bend and break them because you know it won't blow up in your face.
Tossing in poles and nutty topology could make a lot of issues. You need to be careful with that kind of topology because the winding order of the triangles will drastically affect how it deforms and shades. You might need to enforce a different winding order which also breaks loops and rings.
Again, if the person rigging and skinning has to stop what they're doing and flip some non-visible edges, that is extra work they wouldn't normally have to do.
When layoffs start to get kicked around a studio, you don't want to be the weird guy that doesn't stick to conventions and causes issues for other departments because he is dogmatic about his specific modeling approach. Those guys get cut loose pretty fast. It's good to question things and make sure you are working in the best ways possible, just don't be the guy that is inflexible and causes issue, you'll have trouble paying rent.
It's best to experiment and figure things out. Use all of the poles you want, IF you're the one doing the skinning.
Personally if I was given a model with that topology, out of the blue, I'd probably kick it back and ask for something that is actually easier to work with, that is unless they had a REALLY good reason for using it, but then we probably talked about it ahead of time, I signed off on it and I knew it was coming. But then again I usually work with people that are really good about communication and they don't sandbag me with weird shit. out of the blue.
This is pretty much what I've got concerning self-intersecting loops and re-did almost everything from the knees down. So that's five self-intersecting loops from the waist down, although I don't really think there will be any issues now. All poles were necessary and think it has good balance between good shape curve to avoid blocky-ness for muscle deformation and a character muscle morph, polygon density control, and good animation, but I think the back of the knees may still need some tweaking.
I plan to rig the final product myself and sell / license it with an 18+ variant, so please post your concerns and or suggestions.
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