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Glamd Jun 4, 2021 @ 9:04pm
Need a new method of adding faces without triangles in edit mode
I've been modeling for more than 3 years now and I never actually found a satisfying way to add another vertex to a model. For example, I'll model a vase, for the thin parts I'll subdivide like 3 times, but as it gets wider I'll subdivide 4 times, and with no good way of connecting I just have a triangle in the middle, while all the quad edge vertices awkwardly scooch over to accomodate the room of the new vertex. It's worse for me because I usually do semi-low poly models so it really sticks out. What are some of your modeling methods in edit mode? I think about this a lot.

An example of what I end up with:
https://prnt.sc/144lvi3
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Showing 1-10 of 10 comments
still__alive Jun 4, 2021 @ 9:08pm 
By adding faces, are you saying you wish to increase how many faces span your gap there? Instead of the 5 faces in the row above the triangle, you want 6 faces in the next row?

Little confused about what you're after so should clear that up first.
Glamd Jun 4, 2021 @ 9:17pm 
Originally posted by still__alive:
By adding faces, are you saying you wish to increase how many faces span your gap there? Instead of the 5 faces in the row above the triangle, you want 6 faces in the next row?

Little confused about what you're after so should clear that up first.
I'm not having technical trouble, just as the mesh gets wider I'd like to keep the same polygon size consistent, but I don't know how to add detail as more vertices are inserted. Like just in the picture I pretty much ripped one of the quads corners and then filled the rip with a triangle so I have an extra vertex for detail, but it looks really bad.
still__alive Jun 4, 2021 @ 9:25pm 
Originally posted by Gamma:
Originally posted by still__alive:
By adding faces, are you saying you wish to increase how many faces span your gap there? Instead of the 5 faces in the row above the triangle, you want 6 faces in the next row?

Little confused about what you're after so should clear that up first.
I'm not having technical trouble, just as the mesh gets wider I'd like to keep the same polygon size consistent, but I don't know how to add detail as more vertices are inserted. Like just in the picture I pretty much ripped one of the quads corners and then filled the rip with a triangle so I have an extra vertex for detail, but it looks really bad.

So I read this as a yes, you're trying to do what I asked.

It's a mathematical thing, with what you're doing you're creating an odd amount of vertices, which makes it impossible to not have a triangle. So basically, you have to add enough vertices in such a way that you have enough geometry left to create quads.

But that can possibly create other issues for you too, down the line. Depending on how much detail you want to add, managing the topology as you increase it could end up getting difficult to manage.

Let me grab you a quick screenshot here of how I increase the amount of faces similar to what you're trying to do but without a triangle.
still__alive Jun 4, 2021 @ 9:37pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=2507791130

So I have a row with 5 faces, to increase that to 6 faces without the triangle you're getting, I add another edge loop (the purple line is the new edge loop) that comes in from the side. And now my next row has 6 faces, but the mesh is still all quads.

You'll see that there is a 5 sided pole there now, but to do what you're asking you will have to put up with poles or triangles at somepoint.

And obviously, when you add an edge loop like this, now you've more topology you have to deal with running in another direction. Not necessarily an issue depending on your goals. But it can make things tricky.
still__alive Jun 4, 2021 @ 9:40pm 
Might find these useful:

https://www.youtube.com/watch?v=llOqbJKpK1Y&list=PL3GeP3YLZn5irhqsD6_Srf-CeimYPonaK&index=7

https://topologyguides.com/

EDIT: Not the video I thought it was, I might not have bookmarked the one I'm thinking of, I'm still seeing if I can find another topology management video for you.
Last edited by still__alive; Jun 4, 2021 @ 9:41pm
still__alive Jun 4, 2021 @ 9:43pm 
This might be the one, I'm not sure. Probably another useful video at any rate.

https://www.youtube.com/watch?v=HGL6QpVRyXk
still__alive Jun 4, 2021 @ 9:52pm 
Last edited by still__alive; Jun 4, 2021 @ 9:52pm
The Renderer Jun 4, 2021 @ 10:20pm 
The short answer is that you never add just one vertex like that, that's bad modeling.
And a little pointless, you don't save much but get a lot of issues. In the case of your vase, you would simply use the same poygon count around the thinner and the thicker part.

If you really need to transition from fewer to higher poly numbers (or vice versa), you can use this handy chart:

https://topologyguides.com/assets/img/163679954765_0.png

Thanks, still__alive, for the link, would have had to search for it otherwise. ;)
Last edited by The Renderer; Jun 4, 2021 @ 10:37pm
Glamd Jun 4, 2021 @ 11:20pm 
Originally posted by still__alive:
This might be the one, I'm not sure. Probably another useful video at any rate.

https://www.youtube.com/watch?v=HGL6QpVRyXk
I remember using something like this before, I'd cut the quads at the edges into tri's after. I thought it was a bad habit for some reason and stopped, I hadn't even thought about odd numbers though, should've been obvious. Anyway thanks a load man, I didn't know the word for topology flow. I woulda said yes but I usually ask a lotta questions and get a workaround in response lol, but thanks for the guides! ;)
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Date Posted: Jun 4, 2021 @ 9:04pm
Posts: 10