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Dinodiegus
11-16-2003, 06:03 PM
Hi all,

i been having a problem with car modeling, i use the box polygon technique and when i finished modeling car and apply a meshsmooth i always end up with round areas in the car windows corners.

is there a way to fix this ?


thanks.


here attached is a picture of the car. i circled the areas.

thorn3d
11-16-2003, 06:15 PM
Increase the mesh density in the corners, or make use of edge weighting to sharpen the crease.

thorn

DFGFX
11-17-2003, 12:29 AM
double edge, try looking throuhg other peoples opengl pic to ur own advancement.

Dinodiegus
11-17-2003, 01:10 AM
i knew how to use the weight edge technique, but i find it deforms my mesh when i do that.

i was wondering if there's a crease method like it's done in maya.

or else i will have to add edges like you said, i think that's the best technique without deforming the mesh.


unless you have another method?


:beer:

3dsmax5
11-17-2003, 01:17 AM
You could separate the meshsmoothing by smoothinggroups.
I dunno if that makes sense. I'm a bit drunk at the moment.
:D :beer:

DZL
11-17-2003, 04:41 AM
the above answer is correct:

you'll have to create 2 smoothing groups - one that is for the straight edges, and one for for the smoother areas.

Aldaryn
11-17-2003, 04:43 AM
Originally posted by Dinodiegus
...i think that's the best technique without deforming the mesh. ...


Almost the only way, to do it the proper sub-d modellin' way :D
Vertex weighting distorts the subdivided mesh too much, and can result in pretty odd meshes when working with two, or more overweighted vertieces close to each other...

So if you're planning to do subdiv modelling, get used to adding more, and more (usually up to 3, 3 edges (vertieces...) can form a correct, chamfered (as small as you want) edge...) edges to cornered areas, this will help!

For more information:
(I really think this thread should be pinned right ontop of the MAX topic, or right ontop of the modelling threads...)
Theoretical Sub-D thread here on CGTalk (http://www.cgtalk.com/showthread.php?s=&threadid=40373) - examine carefully, lot a good ideas...

- A.

DJ-ZoMbiE
11-17-2003, 05:04 AM
whats weight edge technique , (weighting ) ? might be usefull , hehe

Mcf
11-17-2003, 10:03 AM
with edge weighting you can adjust for each edge individually how much it considers the edge.

for example: if you go into edge sub object mode and scroll down to the "edit edges" rollout there is a weight and a crease field.
by upping the crease amount the (mesh smoothed) curve goes more to the exact location of the curve. thats what u might need.

but i recommend using the placing more segments at this particular area where you want those hard egdes to be.

Dinodiegus
11-17-2003, 04:46 PM
Thanks for your advice guys, i guess in the end it comes down to the first thing we learned when we started modeling.

''Start your shape in a good way and you will have less problems later.''


For car modeling i also tried the nurbs curves technique. I used the power solids plugin and used brepskin once i had all my curves, this creates a smooth surface car shape.

The only problem i had was when i converted my shape to an editable poly, the mesh was triangulated and looked awfull.

i was wondering if it's possible to use the nurbs technique and get a nice mesh when converting to editable poly.

i know its done in maya, can it be done in max?

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