Making a hexagon / Topology issues

Making a hexagon / Topology issues

Anonymous
Not applicable
881 Views
1 Reply
Message 1 of 2

Making a hexagon / Topology issues

Anonymous
Not applicable

Hello all,

 

So the only way to make a hexagon I see whenever I look online is to take a cylinder, and set the axis subdivision to 6, which is what I originally thought to do, too.

 

However, I am in a class teaching Maya right now, and our instructor taught us about good topology. I'm having a bit of a hard time understanding this concept. I know that it isn't good to have 'n-gons' because of multiple vertices, but when I had tried the method stated above for making a hexagon, I had trouble doing operations with edge-cut loops, as it would add an extra vertex on the top of the cylinder. 

 

I asked the instructor what I should do, and he said to "avoid triangles all together"??? He told me to make square, take one corner of it, and fold it in manually. The problem I have with that is that he said there is no way to make it perfect in terms of dimensions and math and things, you just have to do it manually as close as possible.

 

I never knew that every single model had to be made out of squares, and that even triangles are off limits. Something about that doesn't seem right to me. It will bother me the entire semester knowing that all of my models that have "triangles" are actually just very very close approximations where I just click-and-drag an edge... I am a perfectionist, and even if a measurement is even tenths of a value off, it just irks me knowing it's not mathematically symmetrical.

 

So I guess my question is, is my instructor full of bologna, or is there something that I'm completely missing the idea of? How would you perform edge-loop cuts on a cylinder without the top/bottom triangle faces getting an extra vertex, breaking the law of good topology? Thanks so much.

0 Likes
882 Views
1 Reply
Reply (1)
Message 2 of 2

mspeer
Consultant
Consultant

Hi!

 

1. Avoid triangles don't mean you can't use them , but it's better to "avoid" them.

 

2. Create the cylinder with 6 axes and then simply replace the top triangles with 2 quads, by using general modeling steps, what's the problem?

You can also disable the subdivision for the caps when creating the cylinder.

0 Likes