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dux8780
06-23-2002, 07:54 PM
Hi all, I've a problem with modeling a rim.
I start with a simple spline, I extrude it and then i use the soft selection to move the circle of vertices on one side and in the centre of the rim back on z axis.

The result is this:

dux8780
06-23-2002, 07:57 PM
You can see the strange light and shadow in some part of the rim, how i can annul this problem?

xynaria
06-23-2002, 10:07 PM
Guessing here I'm afraid, but you could try selecting the faces of the problematic areas in sub object mode and hit the 'make planar' button and see if that will cure it. :)

teacup
06-24-2002, 01:14 AM
It looks a bit like a smoothing group problem too, some the rims groups look the same as the inner wheels. I think that might be the problem. I've also had problems wehn extruding there might be lots of vertices in places where only a few are needed, so check at the points where the weird effect is and pull out any uneeded problems. If you post a wireframe of the wheel it might be easier to see

xynaria
06-24-2002, 02:12 AM
MNMN that reminds me.. do a check for multiple vertices in the same place and double edges. :)

Martijn Wijmer
06-24-2002, 11:58 AM
You could just add a smooth modifier (NOT a mesh smooth) and enable Auto Smooth. Most of the time this works for me.

dux8780
06-24-2002, 05:18 PM
Thanks to all, now I try, then I'll tell you the result!

LFShade
06-24-2002, 06:05 PM
What this looks like to me is a problem that can occur when there are very narrow triangles in your mesh, a common characteristic of complex extruded shapes. If this is in fact the problem, setting smoothing groups or making the faces planar probably won't solve it. If none of the above suggestions work, you'll need to manually go in and edit the geometry to get rid of the narrow triangles. It's a lot more work, but one suggestion I have to make it easier on yourself is to convert the object to Editable Poly (assuming your Max version supports this). Editable Poly allows you to delete edges without deleting faces, and it also allows polygons with any number of sides/vertices. Good luck!

dux8780
06-24-2002, 07:25 PM
I've tried all your solutions but nothing happen! :D
Maybe it's a structural problem, maybe I use a wrong method to do the rim?

LFShade I read now your post and I haven't try yet your solution but I don' know how to see invisible edges, because the problem reside in only one poly, maybe with invisible edge...
The rim is already a poly object (Max 4.2)

Here the wireframe picture:

xynaria
06-24-2002, 07:40 PM
If you extruded in editable mesh and converted to poly it causes many multiple vertices that won't always collapse and so have to be welded.. right pain in the arse.
To see invisible edges in editable poly.. select the faces and hit the edit triangulation button. In Editable Mesh go into edge sub object and select all.. you will see them all then and further edit them with the make visible/make invisible buttons.

Think it might be easier in editable poly to delete and rebuild the faces manually.. again a bit of a pain I'm afraid. :)

dux8780
06-24-2002, 08:23 PM
It looks to me too difficult to make a simple rim!
I'm sure ther's a simple way to do it, maybe with NURBS, but I'm not able to use NURBS!
Well, let's go to study! ;)

Marc Andreoli
06-26-2002, 11:40 PM
what I would try if smoothing groups don't work (have you tried a really low value ?)...select the whole front face (the surface that causes problems) and detach it from the rest of the object (the actual extrusion). If it does not change, make sure the object is editable mesh or editable poly. Still not working, tesselate the surface (again, just the front, you don't want 2 billion polygons)...

Marc Andreoli
06-26-2002, 11:44 PM
...and another thing, you might want to reduce the resolution (interpolation) of those splines. It will make your life easier, unless you need a super close-up of your object.

PedramK
06-27-2002, 04:21 PM
take a look at some photos of a couple of real rims.

heres (http://images.google.com/images?hl=sv&lr=&ie=UTF-8&oe=UTF8&q=car+rim) a good place to start

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