Model topology issue

Well, at the very least you need to take a step back and redo the problematic part, whatever this is.
Which, as noted above, is not obvious at all from these images, btw.
Is it a knee? What does it look before and after deformation (when viewed at a reasonable distance)? Did any of the topology examples helped at all? What changes did you make based on the advises you were given?

From little that can be seen, the topology makes no sense so far, and it’s unclear what the thought process was behind it.

Good luck.

it’s the legs. also yeah the topology examples did help quite a bit. the stretching parts have shrunk significantly. Most of it is gone it still has some stretching parts and there are some ridges and wrinkles when it moves and looks uncanny. so most of it got fixed but the problem is still there

edit: the thought process was fixing the smooth parts. Ive been merging parts together and the parts that were bridged were wrinkly and lumpy and I couldnt smooth it. I was taught a different method of retoplogy. it solved the smoothing problem but caused a new problem when I got to the weight paint part

Yeah the crotch area is always tricky. Conceptually, you have to find a way to connect two cylinders to one cylinder (the legs to the torso). Try running edgeloops along the crease between the leg and the crotch like so

Topology here is certainly not perfect, but it’s mostly even and most edge loops run along natural creases

but that’s where the problem is. the part between that area is what’s stretching. It makes big wrinkles (whatever this sort of thing is called in blender. It looks like big folds or whatever, ridges) and its stretching too much and is too noticeable to hide. I got help here, got rid of most of them but the problem just shrunk and that’s it. I need to somehow make it stop. If I can fix it then the model will be ready

It’s hard to figure out why there is this problematic stretching without more context. Perhaps the mesh isn’t defined well enough, perhaps it’s solvable with weight painting, perhaps your bones aren’t positioned as well as they could. A wider shot would help! try framing the problematic area and the surrounding areas it’s supposed to connect together

what context can I give?


Still not sure what I’m looking at - the camera is way too close.

…but these look like some dreadful N-gons there :face_with_peeking_eye: There’s no way they will behave in a predictable manner.

I already said what it was.

And that’s what im trying to fix, to make them behave the way they should

Wider shots in object mode, with a matcap or something, so we can get an idea what the surface is like. Right now it’s difficult to understand. It’s easy for you because you’re familiar with your model, but for anyone outside your brain it’s more difficult

I dont know how to do matcaps…should I just show it in object model with textures on?

This is pretty much the same as your previous captures. What I am trying to understand here, is what the mesh density looks like generally on your mesh, whether or not the issue you’re facing is because there is a general lack of definition on other, nearby parts, how you should be connecting up those areas together, etc. And a more general view of the model, from afar, is necessary to obtain that context.
I didn’t mean you had to put a matcap on specifically, just something, anything that allows seeing volume better than the weight paint colours, and hopefully without the armature in the middle obstructing the view. See my capture above for reference

The rest of that mesh looks fine ! I can’t imagine how you ended up with such a complicated web around the crotch. I would simply delete that area and carefully recreate it so that it’s roughly the same density as the rest of the mesh. If you’re worried about retaining the existing shape, you can keep the mesh intact for the moment, remodel the area as a separate object, and join it later. You can use this for reference

well like I said earlier. I had some smoothing problems and was told about retopology. I refuse to do that stupid panel method and was shown another way, despite the warnings there may be complications. I merged meshes together, did some bridging, had to make some edges to match the high poly count and where the new faces were when I bridged was lumpy, some lines etc didnt look smooth so I had to do something. It fixed the smoothing problem but the solution caused a new problem and now im having weight paint issues.

edit: I had a plan and I just attempted it, HUGE failure. I hoped if I removed edges to make it match the rest of the leg it may work since it’d have less vertices to pull on but it causes the model to deform.

I’m out of idea’s now. I did all I could.

Well, no idea what method you used to achieve this result, but you definitely experience the complications now. Sounds like this method is the cause of your problem in the first place.

I don’t think there’s many ways to say “you need a proper topology for it to shade and deform well”. That’s the whole point of retopology process.

You basically repeated what I said. I know the method caused the problem. Hence when I said “the solution caused a new problem”

I dont know how to fix the topology. The more I try the worse it gets. I managed to fix it when following the advice and screenshot but the stretching is still there, just smaller. I want it gone 100% but I dont know how

But that’s just the thing: if the solution caused such a severe problem, it was never a solution! It just broke your model in a different way.
So it might be better to backtrack all the way to the previous issue and do things right this time. Hint: if it looks like a horrid mess of random loops, it’s still not right. Topology must make some sort of sense. It has to be deliberate, define shapes.

You also don’t post your attempts to fix the thing, the ones you say have failed, so we can’t know if you even followed the advises correctly, so it’s really difficult to give further help.