Just wondering if anyone has any tips or tutorials on effectively creating and using poles (a point where 5 edges meet). Mine always end up looking messy or create loops that aren't necessary. =\
In my blog you can find some posts for subdivision modelling, with tips and tricks. It's in spanish, but you can see some animated gifs and pics showing all, and using a translator you surely will understand almost all.
The "theory" is not such abstract as with all that thing of "poles". I don't understand why the heck the people want to make things harder to understand with hundreds of problems, when all this of subdivision modelling is a sillyness imho. Triangles and pentagons are the key.
Print this in your mind , and work with triangles, quads and pentagons.
Working with triangles, we can obtain the same results as working with quads.
Pentagons are very useful for loop intersections and you will not need to work with complex and very dense meshes.
Using Bevels we can do almost all, but flipping some edges. 100% quad
TIP: if you don't see the topologies, just work in faceted mode with subdiv 1 itineration.
Replies
http://wiki.polycount.com/CategoryTopology#Poles
Fomori, I've seen that before somewhere, but can't remember where it was. Do you have a link?
I think it was posted on CG Talk somewhere and I saved it for reference.
Oh, didn't see Seans post.
http://blog.whiteblaizer.com/2009/02/subdivision-tips-hard-surface-modelling-iii/
http://blog.whiteblaizer.com/2009/03/subdivision-tips-hard-surface-modelling-iv/
The "theory" is not such abstract as with all that thing of "poles". I don't understand why the heck the people want to make things harder to understand with hundreds of problems, when all this of subdivision modelling is a sillyness imho. Triangles and pentagons are the key.
Print this in your mind
TIP: if you don't see the topologies, just work in faceted mode with subdiv 1 itineration.