View Full Version : Triangle / Quad problem in my mesh (need help!)

26-11-2007, 08:22 AM
Hi all,

I have a question regarding a model of mine of a ps3 controller. Im doing this one just for fun and to try and get more and better experience in 3d modelling. It all went kind of good untill this moment where I come at a part were I can't seem to get away from without using a triangle.

Can anyone please tell me about a way to avoid this triangle because i think it's the reason my smoothed mesh is messed up! Here are the screens and wires, anyone may point out ideas by drawing over them :dance:

http://img256.imageshack.us/img256/5637/screenshot018jm6.th.jpg (http://img256.imageshack.us/my.php?image=screenshot018jm6.jpg)

http://img510.imageshack.us/img510/9540/screenshot019hq4.th.jpg (http://img510.imageshack.us/my.php?image=screenshot019hq4.jpg)

http://img510.imageshack.us/img510/9412/screenshot020dr6.th.jpg (http://img510.imageshack.us/my.php?image=screenshot020dr6.jpg)

http://img144.imageshack.us/img144/3608/screenshot021ep7.th.jpg (http://img144.imageshack.us/my.php?image=screenshot021ep7.jpg)

http://img144.imageshack.us/img144/223/screenshot022xf5.th.jpg (http://img144.imageshack.us/my.php?image=screenshot022xf5.jpg)

And the part in real life :dunno: :

http://img148.imageshack.us/img148/9922/ps3controllersi0.th.jpg (http://img148.imageshack.us/my.php?image=ps3controllersi0.jpg)

http://img144.imageshack.us/img144/3875/img3761tifjpgcopykk2.th.jpg (http://img144.imageshack.us/my.php?image=img3761tifjpgcopykk2.jpg)

I hope someone can help me with this because im pretty much stuck here...

Thanks in advance!

26-11-2007, 09:01 AM
There is a way to use a quad there, but it involves adding an extra edge-loop around the d-pad rim. I've tried to show what i mean in the following image

The black lines are your current topology, the red lines are the changed/added topology. And the blue dots show that it's a quad poly.

You might also want to raise the shoulder button part as they are actually slightly more raised than the main controller body.

26-11-2007, 09:19 AM
Woh thanks man...I'll try it out and see where it takes me...

By the way...i don't actually own the controller so im wondering if the shoulder part is actually part of the whole body or if it is a different (single) object?

26-11-2007, 09:48 AM

I tried your solution but it's not quite what i need i guess...it makes a quad of the triangle but still the smoothing is not going where i want it to go...(see screenshots), also it leaves a 5 pointed polygon where the red edgeloop ends

So already thanks for your help so far but my problem is not yet solved... :(

http://img443.imageshack.us/img443/2663/screenshot024qb9.th.jpg (http://img443.imageshack.us/my.php?image=screenshot024qb9.jpg)

http://img519.imageshack.us/img519/359/screenshot026sd5.th.jpg (http://img519.imageshack.us/my.php?image=screenshot026sd5.jpg)

http://img260.imageshack.us/img260/9444/screenshot025mp9.th.jpg (http://img260.imageshack.us/my.php?image=screenshot025mp9.jpg)

So i guess I need more help here...the problem is the round circular part has to somehow be connected to the shoulder part but i can't really cut the circular part anymore because then it will loose it's perfect circular form...

Any more help

26-11-2007, 11:15 AM
http://img150.imageshack.us/img150/2070/ps3testuv5.th.jpg (http://img150.imageshack.us/my.php?image=ps3testuv5.jpg)

Did a quick mock up in 3dsmax of a different topology, it looks a little messy in the wire frame, but it's all quads and seems to smooth ok.

I did add two cuts into the circular part, but I quickly made that smooth by creating a spline circle guide that was the same radius as the circular part and then using that as a guide, moving by eye the new cuts so that the circular part regained it's perfect (perfect enough to the eye) form.

26-11-2007, 12:04 PM
why not just chamfer the edge running from the bottom point of the tri ?

you'd get a trapezoid which would be preferable to the shieldy type shape

26-11-2007, 12:30 PM
@platypus_green: thanks ill try that one...but im not sure if i can do the same thing with my model

@poopipe: could you be somewhat more specific on how and which edges i need to chamfer? Thanks though!

27-11-2007, 02:26 PM
So i tried the way platypus_green suggested and although i have the feeling it isnt perfect (at least i dont get it that perfect, in the pic of platypus_green it looks better i guess) i thought and show you how it turned out:

http://img527.imageshack.us/img527/7746/20rc2.th.jpg (http://img527.imageshack.us/my.php?image=20rc2.jpg)

I'm gonna try and continue this model and someday hopefully finish with a satisfying result...

Thanks for the help

27-11-2007, 10:02 PM
i meant you should chamfer the edge running downwards from the bottom point of your problem triangle.

looking at it again you'd probably end up with too sharp a crease but its still worth a try