Scott McClellan (pffsfs)

9 replies · posted

Old Dog - Retopology RoboOrb (musings)

As I've gone through this tut with Jonathan, I've scratched my head a lot. But after having been through it a couple of times now, I have been trying (mostly with success) to redo the Retopo without going back to the tuts. I have found myself in trouble a couple of times, but it always harkened back to "let the prominent features dictate edge/face loops".

To that end, I've finally gotten the top side finished (without edge sharpening yet), and find that my mesh is a bit denser than in the tutorial. But what I have found from the first try - I'm paying more attention to how additional edge loops would be added as I go. With the first one, toward the end, I'd try to send an edge loop and found it criss-crossing all over the Orb (looked horrible). With this one, yes I have a bit denser mess, but I've got total control of my edge loops at this point. I've got what at first appears to be an odd "pole" toward the front of the orb, but edge loop addition is beautiful.

Below are shots of the wire mesh as it stands and the subsurfed version.

I guess my question is, does it matter where a pole lies as long as it is functonal? Oh yeah, and I got rid of the 6-sided beast of a pole on the top back side. I determined THAT was what was causing my edge loops to take meandering paths all over the Orb.

I rather like the idea of posting throughout the Learning Flows. I've gotten very helpful feedback from you all. My only issue with doing this Retopo - it has taken forever just to get this far. Granted, part of that time is because I hit road blocks and forgot to follow Jonathan's instructions for simplicity. Once that kicks in, things go smoother.


Scott McClellan

  • The way I understand it, poles are acceptable when they are in a position which is not going to be animated. There appears to be problems that distort the mesh if you place a pole where the model's surface will be altered (such as bending a knee, elbow, etc.). In this particular model, the surfaces are all fixed so poles should not be a problem where ever they appear. I looked at your topology and see where you might change the flow to remove some of the poles that you have, but I haven't actually done this particular exercise so I'm not sure how changing your topology might affect other places on the model.

  • two types of poles are useful (necessary)... 

    the 5 sided pole also known as an extrusion pole...

    and the 3 sided pole also known as a nose pole...

    these two are often partners...

    all others should be avoided as you mentioned they are troublemakers...

    hope this helps...


    this is a good diagram of it...

  • crew

    I guess my question is, does it matter where a pole lies as long as it is functonal?

    The only thing I'd add to this is that besides joints like ppaulhaynes1955 mentioned, one should also avoid having poles on any perimeter loops - those edges which clearly define the shape of your model. 

    Here's an example of how having a loop in between the pole and the sharp feature reduces pinching: 

    It doesn't look like you have that problem though, so you should be good to go. There are probably a few things you could do to even out the spacing near the bottom and in the center, but overall it's looking good. 

    • Thanks Jonathan. All this information is very helpful. In fact, my latest attempt at the RoboOrb (at the end of "looping") I found a stray 'tri' show up and it shows on the model. At that point, I just didn't care. lol. I saw it and knew it was gong to cause a pinch - and it did.

  • My latest and last atempt at the Robo Orb. Yup I know I have issue in the front lower ridge. A 'tri' popped up in my mesh (not sure how) and after the time I had already spent fixing problems of other natures I said "Screw it". Well 'screw' wasn't exactly the work, but believe me what I used is figuratively synonymous. lol.

    The last Robo Orb.

    Thank you everybody that has followed this progress and helped answer my questions along the way.

    Old Dog (aka Scott)