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.
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.