Hello! I am working on a model based on the Wilson Combat CQB 1911 pistol. It’s going great but when I added a sub division modifier with a level of 5 I saw this:
As you can see, there is some pinching with the trigger area and I don’t know how to get rid of it.
I tried using creasing but it ruins the look of the weapon itself.
Here is my topology:
There are no extra vertices and it’s all quads. (For the most part at least)
Please tell me how I can get rid of the pinching! Thank you.
That is not what your screen captures are showing.
On the right of face loop, there are obvious triangles and 5-edge E-pole.
On the left, there is an N-gon.
You need to insert a face to suppress 5-edge E-pole.
And you need to cut to establish a coherent loop flow.
I just removed the creases and went for support loops instead.
In general you should avoid using creases unless:
You are concepting something quickly and don’t mind for pinches & artifacts.
You are using creases (w/ value of 1) together with the remesh modifier.
Your geometry is fairly simple.
Also, in your model, you set the crease value to 1, which basically just make it completely sharp - eliminating any small bevels. again, this is fine if you use the remesh modifier (that would restore the bevels). otherwise, consider decreasing the crease value to something less then 0.9.
*remesh modifier will work only if your model is completely solid/sealed/has thickness to it.
Hi, thanks for responding. I understand your idea and it… worked!
But, you see, there is a bit of an issue.
I am making this model for a game and you know that games need to have models that have the LEAST amount of polygons as possible, but this one doesn’t. Currently, at one sub-div, it’s sitting at 11k triangles which isn’t great. I want to ask you:
How I can optimize my model without losing much of the neat topology and details. Do I use decimate?
How can I fix this?
This happened because I am using triangles.
Should I just extend it to the bottom or do something else? If I extend it to the bottom the guns handle loses it’s smoothness and just becomes extremely sharp which I do not want.
I also listened to your advice on using support loops rather than using creases and it helped a lot! Thank you!
I would also like to thank @oo_1942 as you were the one who first told me to use the loops but I just didn’t understand it well. (I know I am a noob. )
The subdivided model is only used for baking the normal map for a game model. The topology/polycount doesn’t matter. All that matters is the surface shading of the high poly. The low poly mesh that you bake to will be all triangles.
You don’t have to worry so much about triangle count as we did 10 years ago. Yes, it’s good practice to build clean and optimised models where possible, but not at the expense of the quality for the sake of a a few triangles.
Oh, alright then. But I would just add that I am making the game in Roblox out of all the engines and just wanted to say that this pistol model with expected 10k tris would be a bit of an overkill for the game engine. But I’ll find a way to do that, thanks.
On the top of the model, the slide part, I have an N-gon. I want to remove it. How do I do that? I tried various methods of trying some 2 to 3 connection methods and stuff like just connecting it all round but that ruined the look of the model. Any ideas?
Both objects are in the same mesh. Only the right object used the Crease.
As you can see in this image, I think the Crease is used as a way to make the corners a little harder.
Yes, but because you’re trying to model the high and the low as a single model you’re worrying about quads, whereas the same model will be the in-game and will only be concerned with triangles.
Just one example here of how you would optimise the low poly topology:
As I said above, the high poly that you will bake from can be anything. It can be 50% N-gons and it won’t matter. All the matters is the surface shading for the bake.
Once all the main shapes and silhouettes are locked in you can split the model into 2 duplicates: one for high and one for low. It’s actually a lot easier for this workflow to build with N-Gons and then use a triangulate modifier for the low and bevel/subdiv modifiers for the high, only adding and directing edges where they are needed for each respective mesh and for the purpose of each. Although, to do this you need to have a solid understanding of why you’re adding edges and how they will affect the mesh.
The method you’re currently using is slow and a little ourdated.
Not that much of a help but I just decided to remake the model entirely now. I will not use sub division modifiers anymore because they are cursed. I’ll just use ton of beveling and shading smooth.