Hello!
I'm having difficulties figuring out how to make a proper topology for this shape:
This topology business is very confusing for me for some reason, even after a good deal of experience in modelling overall
I tried to do this:
But as you would imagine, it gives noticeable distortions:
How do I make a correct topology for this?
Replies
What is it you're trying to do?
Generally, it's not a problem since after applying textures to models, little imperfections are simply not noticeable. But what if I wanted to make, let's say, some complex device made of highly reflective surface? That gives me troubles.
Are you intending to subdivide?
I will be smoothing the model to create highpoly, yes. I usually do that then export that highpoly to Zbrush and add some details, then export what I end up with to xnormal for normalmapping
I just decided to figure out how to do the proper topology all of a sudden... because I usually just skip it like "well I'm gonna fix it in Zbrush anyway". But I mean, having a general understanding how to do clean topology never hurts, right?
So far here's what I ended up with, after some time tweaking things around:
After adding some holding edges and creases, the end result after smoothing is pretty clean:
There's really nothing special about my topology here:
Reasonable for a high poly but for the low poly you'll want to remove the Sub-D modifier (obviously) and tweak the cage a little bit.
But I like your idea!
Start with a UV sphere (which has poles to exploit):
Subdivide and remove some geometry near to the poles (you'll want to make sure this is a smooth subdivision, not just adding geometry)
Remove the surrounding geo:
Add an inset on all faces to have a better flow around those corners, also extrude (I added a solidify modifier in Blender):
Subdivide and check it out:
If you want to tighten up those corners then you'll want to further subdivide the edges which will give you:
There will still be a touch of "pinching" around there but it'll be very hard to notice and it can be further ironed out by adding one or two extra subdivisions to those areas.
The key in doing it this way is to take full advantage of the smooth subdivisions, it'll put the edge loops you require in the correct interpolated place so that when it smooths it'll be fairly unnoticeable. Granted, this also requires the use of being able to locally subdivide and I honestly can't remember if Max supports that but I'd be surprised if it didn't, at the very least you could use swift loop + set flow.
Hope it helps