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Messy Topology


hoseinasadi
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Hi , ive created this simple building and used boolean to cut some areas. now i got a really messed up topology which makes it real hard for texturing matters. how do i fix those edges highlighted in the picture. i want to make them as one solid quad rather than having multiple triangle shaped faces. would greatly appreciate any tips/advice. thanks

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Only way I know to keep nice quad meshes in a situation like that is to model them manually. Draw a path and profile of each arch and sweep them is probably the best bet. Adjust the interpolation as required to get the results you are looking for. One of the best things about sweeps is that I find most of the time the automatic mapping (on real world scale) is ready minus adjusting the size in some cases. The symmetry modifier will be your friend for making sure the arch shapes are symmetric.

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