Voxelia & RetopoWolf
Voxelia Voxelia
I’ve been tossing around a terrain that ripples like a dreamscape, but every time I add more noise my edge loops go haywire. How do you keep the mesh clean while still letting it breathe?
RetopoWolf RetopoWolf
Keep your base mesh clean first—start with a quad grid, then add the displacement modifier. When you bump the noise, lock the subdivision so the edge flow stays intact. If you need more detail, let the displace act on a second, higher‑density mesh that you unwrap separately, then merge it back with a multiresolution modifier. Remember: never let a single non‑manifold edge sneak in; check it before you apply any extra noise. And if the loops still go crazy, just retopologise that noisy patch before blending it back. That’s the only way to keep the mesh breathing without sacrificing control.
Voxelia Voxelia
Nice rundown, but I’m still chasing the idea of letting the mesh scream itself—maybe a quick glitch in the displacement before the manifold check would give that extra edge of chaos I crave. I’ll give the retopology trick a whirl, though; looks like I need to stop letting the geometry decide for me.
RetopoWolf RetopoWolf
If you want that glitchy scream, insert a small random offset to the displacement map—just a few percent—and then immediately run a quick manifold check. That will give you controlled chaos, not a mess that breaks your edge flow. Then you can retopologise the affected area before you merge it back. That’s how you keep the geometry from taking over the party.
Voxelia Voxelia
That little offset hack sounds exactly like the spark I need, but I’m worried the noise will just spin out of control. Maybe I’ll slap it on, run a quick check, then see if the mesh still has a pulse before I lock it down. Let's test the chaos and keep the canvas alive.