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About the best way to subdivide an object

10 REPLIES 10
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Message 1 of 11
Anonymous
1476 Views, 10 Replies

About the best way to subdivide an object

Hi everyone,

 

I have this object.

 

Housing.jpg

 

I would like to subdivide it (i.e. to add polygons).

What would be the best way to do it ?

I don't mean using soft/hard edges.

I don't want to smooth it because I'll lose sharp edges.

But adding polygons will induce smoothing for sure.

 

Thanks for your help.

10 REPLIES 10
Message 2 of 11
damaggio
in reply to: Anonymous

You could retopo this piece easily with Quad draw or remodel with proper edge flow and then subdivide, you could also remodel a higher resolution mesh and not subdivide, you could also do crease edges.

The current mesh is triangulated and quadrangulation might not lead to desired mesh at this point.

Message 3 of 11
damaggio
in reply to: damaggio

Sharp edges will happen with proper modeling and edge flow.

Message 4 of 11
Anonymous
in reply to: damaggio

Hi,

 

The quality of the topology here is not an issue because I'm going to retopo a LP using Topogun.

So. What's the best solution ?

Message 5 of 11
damaggio
in reply to: Anonymous

You've already set out to retopo in Topgun...so now just go and do it.

Has nothing to do about Maya now.

I think you should try the quad draw tool though , is very good now.

Message 6 of 11
Anonymous
in reply to: damaggio

Ok but I think that the HP is lacking resolution so the backing won't be so good. Is it ?

Message 7 of 11
damaggio
in reply to: Anonymous

You said you were going to retopo... what's the problem then.... you can make the hp mesh then bake to a lower mesh.
Message 8 of 11
Anonymous
in reply to: damaggio

For retopo the resolution you have now is fine if you want to go even lower poly. Just adding geometry to your mesh won't make the retopo better. If you are adamant about doing so, and don't want to incur smoothing of your mesh just select all of the polygons and Shift+RMB > Add Divisions to Faces. This will subdivide each face without interpolating over the mesh as the Smooth tool does.

 

Cheers,

Mike

Message 9 of 11
Anonymous
in reply to: Anonymous

So So ...

I think having found the solution.

I made it in 4 steps.

 

1/ I selected the faces of the rim (horizontal part excluded) then Mesh > Smooth

2/ I select the horizontal part of the rim then Mesh > Smooth

3/ I select the Body (the ears exluded) only then Mesh > Smooth

4/ Mesh > Cleanup

 

Here the result:

 

Housing_a.jpg

Message 10 of 11
Anonymous
in reply to: Anonymous

The issue is that Topogun crashes when importing the HP.

Other software like Marmoset do not crash.

 

Message 11 of 11
Anonymous
in reply to: Anonymous

So I'm going to retopo in Maya using Quad Draw

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