5 Sided Verticle

I am trying to model a cartoon style dog. For the face all I did was loop cut a cube twice and deleted the upper right set of verticles and subsurfed it and did some fine tuning.I converted it to a mesh and I have a 5 sided verticle. I would like to animate it later so I wanna get it right now. I tried for along time to figure out how to fix it.Thanks in advance.

http://img62.imageshack.us/img62/9523/dog5qv.jpg

add more edge loops to move it out of the way

it’s not feasable to get rid of them entirely

Hi!

Well, I don’t understand what is really the problem with a vertice having 5 edges…

When you have a cylinder, each face has a vertex at the center which can have a high number of edges starting from it (32 for example).

Could you explain a bit more what is the trouble, please?

Philippe.

So there isnt a problem with a 5 sided verticle If later I wanted to animate? For some reason I thought some were there was.

Poles – vertices that have more or less than 4 edges entering them aren’t a problem unless they lie on a crease (artifact) or are in an area which will be stretched alot during animation. For example don’t have a pole in the corner of the mouth. I tend to “walk” my poles to a flatter less animated area. You can “walk” poles by merging two verts of two edges entering the pole.

If you have the bandwidth I talk about poles in a modelling video tutorial I did (100Mb) here:

http://www.ibiblio.org/bvidtute/mytut/ssdemo.avi

GreyBeard

If your model’s surface is topologically reducible to a sphere or cube (ie is manifold and has no holes), the total number of vertices+edges does not exactly balance the number of faces and you will always get a vertex with poles somewhere. The only simple shape that meets this requirement is a torus, but who wants to model doughnut-people? If you’re going to do shape animations with this guy, it’s best to do as Greybeard and z3rod suggest and hide such a vertex under the hairline or inside the mouth.