Graphics Reference
In-Depth Information
Realigning the topology is a simple process as long as you utilize the persistent nature of selections when
moving between Vertex, Edge, and Polygon modes. In essence, you will need to divide all of the existing
polygons diagonally (by connecting each quarter to its diagonally adjacent corner with an edge) and then
delete the preexisting edges. To do this, follow these steps:
1. Enter Edge mode.
2. Lasso-select all of the existing edges in the cloth object.
3. Move to Polygons mode.
4. Select and activate the Spikey tool found in the Polygon tab of the modo Tools toolbar.
5. Return to Edges mode (note that the original edges are still selected).
6. Press Delete to eliminate the previous edge selection.
You may notice that there are some triangles along the border of the objects. Now, however, these are
less of an issue than the surface abnormalities created when attempting to hold quad polygons diagonally.
This type of workflow (using persistent selections) can be extremely useful in many cases when working
with topology. The one place where these triangles may be a problem is at the corners. This, however, is an
easy correction to make. Simply select the individual edges that run into the corners and delete those four
edges (by pressing the Delete key). This creates quad polygons at the corners. To achieve a greater level of
density in detail in the cloth, you now need to add one more level of subdivision to the polygons. Press the
D key to physically subdivide the polygons and also create quad polygons at the edges of the object. This
basic model is now ready to be wrapped around the pedestal:
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