Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Topology = the organization or layout of your vertices, edges, and faces.
N-gon = face with 5+ sides/vertices.
Quad = face with 4 sides/vertices.
Tri = triangle, face with 3 sides/vertices.
Quads are the easiest to work with and you should try to keep all your faces as quads. N-gons can be used in some cases but you should avoid them if you can. Not all programs will support n-gons if you're exporting your model to other programs. And they might result in weird looking geometry in some cases.
Which I suspect is what is happening with your model. You just need more geometry to support the shape you're trying to make.
Topology is an interesting thing to look into and I highly recommend doing so because it's very important to 3d modeling.
No Polygon Mesh modelling app can handle a single face that is so distorted. It needs to me triangulated.
Just Shift select the 2 opposite points at the crease & press J (Vertex/connect Vertex Path) or the also from The Vertex Menu, Connect Vertex pairs works. You can just select the face and press Ctrl+t (Face/Triangulate Faces).
Put simple, if Blender is not when exporting the model (as .stl, mostly), the slicing software will triangulate all the faces, guessing whether you wanted outer-corner slopes, or inner-corner slopes. So what I have to do to keep my nose cones roughly cone-shaped is go over all the angled quads manually, making sure the edges go in the right spots.