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Shading errors on complex poles


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I am trying to model a rugby ball shape but am having an issue on how to resolve the tip of the shape. At the moment it is using all quads but the tip has a complex pole which when subdivided is causing a shading error (a bit like a balloon wrinkle). Hopefully my screenshots illustrate the issue. 

In the past I have managed to avoid complex poles by patching the tip (examples shown on white image). The issue with this particular shape is as the top is tapered quite sharply, patching distorts the shape quite noticeably and you get a flattened off tip. 


Does anyone have any tips (pun intended) on how to get this to subdivide and shade properly?

Many thanks,


Screen Shot 2021-09-11 at 08_0002_Layer 1.jpg



Screen Shot 2021-09-11 at 08_0001_Screen Shot 2021-09-11 at 08.26.11.jpg


Screen Shot 2021-09-11 at 08_0000_Screen Shot 2021-09-11 at 08.26.15.jpg


Screen Shot 2021-09-11 at 08.29.03.png


Screen Shot 2021-09-11 at 08_0000_Layer 2.jpg


Screen Shot 2021-09-11 at 08_0001_Layer 1.jpg

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Yep, Bezo's method is probably fastest for doing this nicely. My own advice would be to make anything that requires these sort of poles from an 8 sided sphere (or cylinder) primitive only. That way you can dissolve the corner edges and get a perfect non-complex pole but the rest is still based on radial topology. However, practically speaking this produces a result much the same as using a hexasphere in the first place, so either is a viable way forward...







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