Dress slit topology/edge crease problem

Okay, so I have a dress with a small slit (or whatever it may be called) on the side.
I’m using a sub surf modifier so I used an edge crease on the bottom edge.

However, I’d like the point where the two sides meet to be straight as well.
But when I try to edge crease the side “seam”, I end up with undesirable shading. How can I keep the same shading as before while having the edges be straight?


Add a support loop- press Ctrl R over the bottom middle of the dress, and slide down until it looks like you want

Never use N-gons for cloth.

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@joseph I added an edge loop, but I can’t say that it looks quite right.

@Modron Would you mind explaining a little more please? I’m actually trying to get better with topology so I’d be interested to hear how to go about this.

N-gons are just surface wrapping for triangles. To see what I mean, just select the faces with more than 4 sides and hit ctrl T to reveal the edge structure. They are problematic for a number of reasons, and should only be used for hard surfaces. A correct quad topology should look like a somewhat even grid of quad faces.

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Ah, I see. In that case,what might be good topology to model a skirt slit like this then?

similar to what you have already. I would do something like this.
skirttopo

Another thing you could do is start with it more flared out then do a cloth sim on it to make it look more like real cloth.

Arg, It’s a little tricky since I have a subdivision surface modifier. I made the faces quads and added some edge loops to make it similar to this example but the crease still looks too noticable.
image

I see what you mean. Give me a minute and I’ll make a better example.

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This should work…

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sorry i made a diagram here that contained a triangle, gasp! so I deleted it.

Ahh! Thank you so much! This really helped!!

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