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Help turning this n-gon into a quad

2 REPLIES 2
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Message 1 of 3
t_smith5
467 Views, 2 Replies

Help turning this n-gon into a quad

Hi

 

I'm a little bit stuck with this. Basically, I sculpted a man, and somewhere down the road, the retopoligised mesh changed drastically. I did go back and improve the sculpt, so when I tried to project the details to the retopped mesh, parts of it went haywire and messy. So, I took both back into Maya and systematically cleaned up the mesh, deleted all the crushed geometry and re-created it. To 'save time' I figured I'd duplicate and merge the right hand on the left side after cleaning it up. It's worked, but there were some extra edges/vertices. I've tried to clean up a lot of the extra geometry and removed any n-gons/tris I've found. However, there's one that I'm having difficulty removing. The cleanup tool will convert it to a couple of tris, but with the entire mesh being retopologised and made out of quads, I'd prefer it all to the stay that way. 🙂

 

This is the area with the problem:

 

maya_hT7q44iCn8.png

 

I've uploaded my save file too. I'm going to keep trying to clean it up, but I'd be immensely appreciative if someone could help me clean it up. I've been at this for ages and it's frustrating me.

 

Thanks

2 REPLIES 2
Message 2 of 3
Anonymous
in reply to: t_smith5

I think you have already an high density model,
why dont you just delete the problematic loops or merge them to the other

Message 3 of 3
t_smith5
in reply to: Anonymous

After not getting a reply that's what I thought too; it was too dense. I had to go back and work on an un-subdivided mesh. 🙂

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