Someone asked this question a while back on the 'how u model dem shapes' thread but it never got answered, so I'm asking it again.
What's the best way to tackle edge flow when approaching an angle like this? As you can see, I've produced triangles. Is there a way to keep this neatly to quads?
Replies
I made a paint over, so didn't relax the vertexes as stated. In that case you wouldn't see triangular quads, because every vertex would reach its fitting position.
Anyway the real deal with quads is on curved surfaces, where tris tend to give small bulges, and ngons tend to go flat. Having all quads is not a must, even in this case. Well placed tris and ngons could give very good results in a small amount of time, rather than bashing you head against the wall to keep everything in quad.
At least this is my opinion.
So if you are saying that placing tris all along the edge like this is a good way to do it, that's fine with me, I just wasn't sure if it was as I haven't seen many examples. I like to keep edge flow, grid-like, when possible, as it makes alterations easier for me.
(from what I tested, it doesn't pinch, or not noticably)
I don't get where you mean? Can you illustrate it?
This is 100% wrong.
Playdo: What divi was talking about is essentially what you did a couple of posts up.
In this case the simplest way would be to simply extrude that whole face loop inwards by a little bit.
Jacose's approach is messy - I'm just focusing on the best way to tackle edge flow approaching angled extrusions.