Hello all,
I'm rather new at maya, and after about an hour and a half of looking at topology reference for the human face, I'm still not sure how to get rid of tri's and n-gons. I read a couple of older threads, but none had any pictures of examples. I do learn much quicker if I have something visual to reference and look back to. Redirecting loops and deleting edges always seems to make new n-gons or tris for me. Is there any particular formula to follow to get rid of them?
This is my mesh that I have so far :
http://img96.imageshack.us/f/topoba.jpg/
Replies
http://img27.imageshack.us/f/topo1yf.jpg/
I know I still have to reposition verts.
But I'm still curious on any techniques that people might have on redirecting.
http://www.subdivisionmodeling.com/forums/showthread.php?t=8000
Oh man, sweet. I had this saved on my old laptop but I had to reformat it and lost it. Thanks a bunch! Knowledge is power my friend.
I'm just wonder if your sticking to quads because someone said so, or if there is a specific reason?
It's an assignment for modeling 1 class. Teacher said tris are ok, but get rid of them if you can. He also said if the area doesn't have a lot of deformation or it's hidden, it's ok for tri's and n-gons. I was just wondering if there were easy quick ways to get rid of them.
With the ngons selected, go to Mesh>Triangulate, then go to Mesh> Quadrangulate, and tada! Everything should be quads. While that would be ideal, in reality, Maya is not as good as you are at figuring out edge flow, so it's going to take some work no matter what. Hopefully that helps you
http://wiki.polycount.com/SubdivisionSurfaceModeling