BradMyers82: Doesn't that generate the same effect as with the tri's except the creases or whatever you call them gets softer/bigger? I mean it's still a pole isn't it?
Luxy: Another way todo it is to make a cube, subdivide it. Unfortunately this might not always generate a perfect sphere. To correct this I always add a Spherify modifier(Max) but I don't know if blender got anything similar.
After that you just chop off the top half and voila, you got yourself a perfect quad hemisphere that will be smooth!
BradMyers82: Doesn't that generate the same effect as with the tri's except the creases or whatever you call them gets softer/bigger? I mean it's still a pole isn't it?
Apologies for answering for him, but the pinching result happens with it being tris on a concave/convex/non-flat surface. It doesn't generally happen if you have quads in the same situation.
If you have a pole being all tris, it generally gives that unwanted pinching affect (if the surface isn't flat). If you have all tris, and a number of edges multipliable by 8 or 12, you can attain all-quads by deleting every other edge.
Doesn't alwats work if you have an odd number of edges, as said in my first reply, though. AFAIK, you need an even amount of edges.
I'd make a new sphere with the same number of sides and just attach half of that to the end. Of course some times I'd do what vig suggested depending on my mood.
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Hope this helps: http://www.bradm3d.com/images/Paintovers/Tutorial_SmoothCircle.jpg
- I delete half of the cap, so I'm left with a semicircle's worth of tris.
- Then I do a "Hinge From Edge" on the remaining tris, with the open edge as my hinge, by 180 (set to however many loops I want).
- Hit delete, to get rid of the remainder of the cap that'll now be inside my mesh
- Then select the open edge's verts and weld.
Sounds more complicated than it is, due to my verbose explanation :PBrad's alternating edge trick is the ticket for getting rid of pinching on your poles, too.
Luxy: Another way todo it is to make a cube, subdivide it. Unfortunately this might not always generate a perfect sphere. To correct this I always add a Spherify modifier(Max) but I don't know if blender got anything similar.
After that you just chop off the top half and voila, you got yourself a perfect quad hemisphere that will be smooth!
If you have a pole being all tris, it generally gives that unwanted pinching affect (if the surface isn't flat). If you have all tris, and a number of edges multipliable by 8 or 12, you can attain all-quads by deleting every other edge.
Doesn't alwats work if you have an odd number of edges, as said in my first reply, though. AFAIK, you need an even amount of edges.