After I created the Block out for my character I wanted to make sure the geometry of the mesh was still quads as I plan on not retopologizeing my mesh. With a solid base mesh and UV I can avoid doing this, as this will save me time in the long run as I can use my Block out mesh and subdivided on this to make the model have more details and then add a high to low poly bake to add finer details to the model. I started off by reading a chapter in the book: Beginner's guide to character creation in Maya by Jahirul Amin about good and bad geometry is in the mesh. My goal is to be able to subdivide my model so I want to stay away from the following: N-gons and triangles. N-gons are shapes with more than four edges, these cannot be subdivided and would break the model when tried to be generated. N-Gons are also bad for games as well when put into a game engine as the engine tries to process the n-gon and puts more strain onto the graphics card and computer. The engine turns a quad into two triangles that it can render a N-gon will require more tingles and the more triangles the more time it takes for the engine to render causing a bottle neck known as lag or fps drops. Triangles are bad when trying to subdivide as it would not be able to subdivide the triangle and causes more errors. If I don't check my mesh for these latter down the line I will encounter deformations with my model, either at: subdividing, high to low poly backing, rigging and animation and rendering the model. How I checked for these errors was using a clean up tool inside of Maya this is extremely helpful for finding the N-gons I went to Mesh > cleanup and I selected the options 'select matching polygons' and 'faces with more than 4 sides'. what this does is highlight any faces with more than four edges. As you can see it highlighted areas where there are more than 4 sides. I fixed the issues that were highlighted. I then ran the clean up again and because I had no n-gons it dissected the model. For triangles i can use the same process but by using a different option in the clean up. I deselected the other checked options and checked the the option '4-sides faces' and ran the clean up Once I ran the clean up it highlight all the 4 sides shapes and I could see where the triangles are that needed to be fixed After I fixed the triangles I ran the clean up again and it highlighted all my faces. I then did one more check and went to mesh > smooth and subdivided the model to see if it would subdivide correctly and it did as shown in the photo above.
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2/7/2024 05:27:19 am
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