Ok folks this is my first time posting here, so I hope I can get some much needed help. My problem is that of the 5 sided ngon and tri situation where I cant fix one or the other without creating new bad geo. This is my first character model for school, and while it won't be going into a game engine, I still need to figure out the process of fixing these is If I'm ever going to advance. Plus I want to start moving on to blocking out some clothes from the original mesh and don't want to move forward until these edges are right and the model is well shaped. My teacher has shown us several times how to fix these by cutting from the base of the tri to the corner of the n-gon-but for the life of me I can't get it right without causing new problems as stated above. Below is a few screen-shots of my concerns.
Thanks in advance for any and all help.
Damian
Replies
Depending on what the intended use of the mesh is though, you may want to rework some of the areas for better deformation, or relax it and aim for a more consistent density if you plan on sculpting.
Keep in mind that a few triangles is not the end of the world. If you're trying to make a mesh for sculpting it will help somewhat though, otherwise it doesn't really hurt unless its right in the middle of a deformation area that needs to be smooth.
As for your recent question, probably. It's not ideal considering the relatively thin level of detail, however it is in a largely hidden area. I would probably try and put the edge redirection on the side of the torso just below the armpit as it doesn't really deform much, and try and keep even, consistent loops on the arms.
Once you get into the rigging and animation assignments, you'll start to get a better understanding of what works and what doesn't.