PDA

View Full Version : How do I get rid of 3-point polys?


no_clue
04-20-2006, 01:55 AM
Nevermind, I just have to make an edge between it and the other stray 3-point poly

BazC
04-20-2006, 06:41 AM
Ah! But supposing there is no convenient other 3 point poly?

The problem is modelling is a bit like solving a puzzle. There is no formula for getting rid of tris you have to figure it out each time! Connecting two tris will work if there is a suitable pair but even then there may be better solutions!

Sorry but the answer is practise!

no_clue
04-20-2006, 12:56 PM
Thanks Baz. Now you mention it though, unless you started out with a single tri, it wouldn't even be possible to have a single one would it since whenever you create one it will always have a partner.

BTW, are tri's really that bad? I haven't tried rendering anything yet, but they seem to fit into the flow of my organic models a lot better than those **** star shaped points with 5 edges which are down right bastards. They seem to do there best to totally destroy the flow, so why are they ok, while tri's aren't?

BazC
04-20-2006, 04:44 PM
Well like so many things in modelling it depends lol! Idealy you would model using all quads and have no stars/poles but that is impossible! As far as I know a torus is the ONLY shape that can be made like that! So you WILL have poles or tris probably both! How big a problem they are depends on what your modelling and where they are. Both can cause problems with deformation, tris in particular mess up edge flow and both can cause rendering artifacts with subpatches (roll on LW9 with Catmull-Clark!)

If your just starting out I wouldn't worry too much about this stuff though, concentrate on getting your shapes right and getting good edge flow, especially if you're organic modelling. You can try and get your head round the finer points of topology later! :D

Cheers - Baz

no_clue
04-21-2006, 08:16 AM
ok, cheers.