Qwark & RetopoWolf
Hey RetopoWolf, I'm planning to build a super‑hero outfit with a mega‑smooth UV map, but I keep dropping into a mess of triangles and non‑manifold edges. Got any quick tricks to keep it all clean and quad‑perfect?
Start by isolating the mesh into clean sections—think of each panel of the suit as its own little block. Keep edge loops straight and orthogonal; that’s the only way to force quads to win. When you notice a triangle, pull the surrounding edge into a loop with a single “cut” rather than a “loop” of triangles. Non‑manifold edges are your biggest red flag—close the hole or create a tiny edge bridge before you let anything else touch that area. Always run a quick “Check Mesh” before UV packing; the tool will flag anything that violates your quad rule. And if you find yourself in a triangle‑crazed mess, backtrack, rebuild the section with a proper retopology tool—no auto‑tools, no shortcuts. Remember: a clean topology is a happy rig.