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Blender Blender Geometry advice

voidnull09

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Mar 9, 2017
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I'm dabbling in clothing creation, attempting to create a corset, and would love to know if anyone here has suggestions how to improve my geometry at this joint with the strap. I've tried a few ways to cut the corners, but none of them have felt right.

1762745789186.png

The selection indicates the support edge loops which are causing me issues.
 

osanaiko

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Jul 4, 2017
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I've got some self-taught blender knowledge but mainly hard surface modeling. No direct experience with making clothing.

So I know the words, but I'm afraid I don't under what are "the issues" you are facing?

I'm guessing the highlighted edge loop is to try to get sharp corners.

Something about those poles in the start of the strap give me a bad juju - move them into the body of the object, or find a way to avoid them at all. they'll only cause trouble in the join area there.
 

voidnull09

Newbie
Mar 9, 2017
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Good call on moving the mess into the larger portion of the mesh.
I guess "issues" is really just "gives me bad vibes". I'm probably a victim of premature optimization.
 
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osanaiko

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If you can find some "pro" clothing items and check a few for reference as to how their geometry works, it would probably be informative.

(I formatted "pro" in that way because there are a significant number of self-taught content creators around, so the first one you look at is not necessarily going to be "best practice" geometry. Thus looking at several is a good idea)
 
Apr 11, 2025
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A bit late, but let me ask, why is there a thin boarder polygon? is this intentional (ie different material or outlining), an artifact of how it was first made (stitched together from different parts using cloth simulation), or when you say you are cutting the corners, why are you cutting them, is it to control how the edge looks (ie when rendered does it keep the edge smooth as part of how normals are automatically calculated? or are subdividing for simulation and it breaks due to the corner?)?

Topology 101: use only quads, with permission to have 3 poles and 5 pole corners time to time. you may need to migrate poles around to avoid distortions to the normals. Here is how I would typically do this, especially for cloth and character models.

1764146326752.png

See the funky square with the 3 in it, that's the only thing that looks ugly to the human eye, but when sub dividing or rendering it smooth, or simulating cloth, this is much better. The main idea is with topology, square are best, square are simple, we can divide squares into smaller squares, avoid triangles unless you really know what you are doing since this breaks most things (such as rendering and simulations) (ie only really use it on the final topology taking advantage of 4 points not being planar to have direct control over final triangulation and surface normals)

The trick is that we want to create grids and loops of squares. loop make the green path. Here I widened the yellow boundry line you had to be the RED, its often smart to try to keep neighboring squares with in a power of 2 less than or greater (ie half size or double size) at most most areas have 4 lines connected to a pole, this is a 4 pole (se the green circle with the 4). these are best/ideal, and when rendered smooth look smooth. to get square loops to curve and merge around each other (Ie the 3 green loops arrows, which there are actually a total of 5 loops made with this topology) you'll need to take advantage of 3 poles and 5 poles. these do have some graphical oddities when rendered smooth, but so long as they are near flat, they stand out the least compared to the corners of triangles, and you want to avoid having a 3 pole connect to a 5 pole. Now depending on how I want to use the topology, I'd make the #3 corner less pointing out, and Id actually pull it in aggressively to allow a smooth curve, similar to what I am doing with the blue for the green loops I am showing.
 
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osanaiko

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A bit late, but let me ask, why is there a thin boarder polygon?
Not OP, but it's pretty common to see this in blender objects. keeps the edges more defined when smoothing is enabled, otherwise in corners you'll find the geometry can take a long curved path quite some distance from where you put the vertexes. a second edgeloop close to the outermost edges fixes the location of the edge after smoothing to a much closer position to the original intention.
 
Apr 11, 2025
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keeps the edges more defined when smoothing is enabled,
I think I know what you mean, I typically just use the solidify modifier with the [rim only] setting, that still follows quads and 3 pole rule, and with it being 90 degrees inward. Even if you don't bevel (hard surface modeling practice) or round the hard edge (high poly model with extra subdivision), such as if you want to keep the topology high level for easy animation, simulation or game compatibility, so long as there is a bit of a loop, I find that using the simple solidify at the end of the process helps tidy up the edges and makes it less flat, and if I want a stylized look, I'll toss either a bevel shader on, or smooth the normals so that the edge looks rounder than the geometry really is.
 
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