So I was modeling an apple, mostly for the Unofficial Texturing Tutorial, and just for practice. I started with the default cube, and used multires to subdivide it. Then I just sculpted and dragged. It wasnt until the end that I realized I have 4 ugly points where the original vertices were i suppose. Later I tried with Icosphere, and that had some strange bumps and such. What have I done wrong?
That just happens when you’ve got a vertex with three edges attached (as opposed to four). You could try flattening the area a bit, but there’s nothing that really can be done about it. That said, you probably won’t notice once you have a texture going on.
He started from a cube, it is only quads. The only kind of mesh where you don’t have poles is on a plane, but that’s hardly an ideal base to sculpt apples from .
Ugh, thank you, I should have just have used a uvsphere. It wasnt exactly difficult to make, so Ill just redo it if it shows up past the texture. Is a uvsphere ideal for this?