In this lesson, let's take a look at the more complicated example of going from an area of even numbered
to an area of odd no edge loops somewhere to hide this even no example.
We've already done and create a new example by creating two planes and dragging them side by side here
and.
Then making one of them be nine instead of ten, and we can combine these as we did mesh combine.
Edit delete by type history, and I'll call this odd odd numbers and let's begin merging these edges
down.
It's going to go right click and go to edge and when I click drag select all of these.
And go to and eMESH.
Merge.
And now we get to the issue, how do we resolve this one?
This is a more complicated puzzle and it's going to take a little more problem solving.
I'm going to you can try this by yourself.
You can pause the video and try to figure this out, how to merge these lines down with no triangles
and no Englands meaning no five sided faces.
Or you can just follow along and I'll show you the answer of doing it one way right now.
So we need to approach this and kind of a different way.
We need to resolve the issue back here and then there'll be another solution here.
So so we need to reduce the number of edges back here so then we can solve the problem up here.
OK, so I'm going to go to the multicar tool and I'm going to make some new loops here.
If I hold shift and click, I'll get to the middle of the.
Edge and er, so I've divided this in Korean and gone over here, so to resolve the end gone, I need
to.
Make this a quote again and create an edge here, and when we solve this problem now, we create another
one that we have triangles here.
Well, it's not that big of a deal.
I can actually just delete those.
So I'm going to.
So I'm going to go to these edges and shift select them both holding down shift.
Right.
Click and go to delete edge.
OK, so now we have a new problem.
We have an odd number still.
Right.
We have one going into two.
So how do we solve this problem?
Well, let's whenever I'm problem solving, I just try to move forward and then see where the problem
arises and how I can fix it.
Kind of at the the last possible moment, I'm going to stay in this edge mode.
I'm going to merge these down.
And kind of forced the issue here.
OK, so what method do we have at our disposal to resolve this?
Let's try pulling this over and merging these vertices over here.
So I'll hold down V and middle mouse drag.
You can see I'm isolated to this translation so it won't snap.
So let me isolate it by clicking in the center here and now it will snap.
I need to merge those vertices, the right on top of each other.
They're not merged yet.
So I need to go to merge after I click and drag both of them.
I have to worry about the threshold because they're right on top of each other.
So everything's merged now, right?
Except the problem is we have a triangle here.
So how do we resolve the triangle?
Well, we can try to make it a quad in some way.
What's the easiest way to make something?
A quad?
Let's try to add another loop.
OK, so we get we could do this for the multicar tool or we could go over to our custom shelf and use
an edge loop and the loop will show you the issue right there won't be able to continue at a triangle.
So when we click here, it's going to stop at the triangle and that indicates a it's a triangle.
And B, maybe this is how we're going to solve the issue.
So I'll let go.
And now when we look, it is it is a quad.
We have no N guns and we have all quads.
The only issue is that we had to add a new edge loop.
So in a model that you have, it's fairly large.
This could create issues up here somewhere.
You know, now you have a higher density of envelope's up here.
So you could be just pushing the problem up higher.
But it's an area that you could, you know, solve.
Let's figure out how to solve this and reduce this.
We've done this before, right?
We have three and we're trying to get back to one.
So let's scale these vertices down and select all three and merge them.
We'll go to edit Meche merge now we have two triangles again, and how do we solve that?
By deleting their sinter edge to make sure I only have that one selected holding down shift right.
Clicking Good to delete EDG.
Now we resolve the issue that's not super clean, right?
Like it doesn't look super clean, but it is all Quad's and we've solved the problem.
Now this we could solve this much higher up.
So all of this kind of oddly flowing topology won't necessarily have to be in the same area.
And you could maybe hide this in like an armpit or somewhere that is not very visible to a model.
So you could move this solution somewhere in the model that's not visible to the viewer.
But this is how to do the odd number kind of intersection thing and deal with that topology line flow.
So I hope you had fun figuring out this kind of problem solving thing.
You can find these types of examples all over models.
If you ever look at wire frames of models, you'll be able to see this all over.
You can see triangles right here.
Well, not really triangles, but you can see where the edge flow changes.
It looks like a triangle, but it's really a right.
It has four edges.
So that's a quad.
But you can see where the edges it goes up and around.
Right.
We can see how this starts to flow.
This goes up and around like this instead of going straight through because we can see a star right
here.
We know there's an edge loop kind of change and direction here.
See how this changes directions and it's near that star.
Start to look at this stuff.
When you're looking at wire frames of models, you can kind of see the thought process and the reason
behind they did it because so they did this because, you know, our abs are in the center here.
Maybe they need the topology to be right for the belly button or, you know, this Adam's apple area
is kind of the reverse, you know, upside down version of this.
All of this flows upward so that this person can have an Adam's apple and the topology will support
that shape here.
So start thinking about models in this way and in the next lesson will begin creating our own model
from reference that I'll provide so we can create our own character and keep moving along and learning
how to model and Maya and all the other aspects of Maya.
Thanks for watching.