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jjburton
07-06-2004, 11:42 PM
http://www.joshburton.com/media/potter/perokchinproblem.jpg

What the heck is this? I checked for 2 point polys, I checked to make sure it's not a seam in the texture map, I tried removing the texture uvs, I tried unwelding it all and rewelding and I can't get rid of it....

...I'm stumped.

Tottebias
07-07-2004, 01:11 AM
Seen that a couple of times aswell. Even tried to rebuild the geometry but no luck. Happened in the middle as on your model. Now, if i cranked up the subpatch resolution at rendertime it wouldnt show, thats my only tip for ya.

jjburton
07-07-2004, 01:47 AM
Tottebias- Thanks for the lead. I deleted the offending faces, remodeled them and the seam is gone. I have no idea what was causing it, there were no extra points or polygons there. Crazy...

RPG2006
07-07-2004, 02:24 AM
I not quite sure how it works, but I remember someone pointing out that a problem like this had something to do with morphmaps.

In fact the individual mentioned that he actually found this useful, when he wanted to keep a hard edge on his model and prevent it from being merged.

Sorry for my vagueness on that one, will have a look into it.

RPG:)

RPG2006
07-07-2004, 02:36 AM
Well had a further look into it. If you've got morphmaps JJ then I think I've sussed out your problem. If not then I'm just as perplexed as you.

A simple example. Make a basic ball 12x6 for instance. Then make a morphmap, select half the ball cut and paste. Then drag the half of the ball so that the two pieces are visibly separated.

Now go back in to base mode and try and merge points on the seam. No can do.

Hope this helps.

RPG:)

SimianLogic
07-07-2004, 03:27 AM
I get that problem all the time on my head models, and I've yet to figure out a workaround. I don't even bother fixing it anymore until I render. I copy the points around that area (so it will preserve the morph data), stick em in a new layer and manually rebuild the polys--then delete the screwed up ones and transplant the smooth polys in.

Sil3
07-07-2004, 10:43 AM
That same thing happened to me a lot of times, and sometimes wasnīt even on the midle line of the mesh, but on diferent places, best option is to rebuild those polys again, but that line will appear if u do another mirror...never understodd that thing, in some cases i didnīt even had any Endomorphs...did u use Un Mirror/Domirror scripts by any chance?

Rei Ayanami
07-07-2004, 11:17 PM
it looks like you may have some 2 point polys down that line, probably as a result of merge polys.

Hit w and see if you have any. delete them and it should be fine. i get this occasionally.

Triple G
07-08-2004, 12:05 AM
I'm with RPG 2003 on this one....my bet is that you've got unwelded vertices in one of your morph maps. This drove me insane on a previous model I was building, and I believe it was Kretin that pointed me in the right direction.

Signal2Noise
07-08-2004, 05:08 AM
Call me crazy but to me it looks like the seam signifies the transition between "White Boy" and "Black Boy". :shrug:

Triple G
07-08-2004, 05:16 AM
Call me crazy but to me it looks like the seam signifies the transition between "White Boy" and "Black Boy". :shrug:
You're crazy.

Hey....you asked for it... :D

jjburton
07-08-2004, 05:31 AM
You guys are a bunch of comedians:) It was the morph problem. I'll have to remember that. He's actually neither black or white:)

pixelranger
07-08-2004, 08:34 AM
The problem has a simple solution and is caused by this:

If you mirror half a head, you mirror it across "0" in the x axis, right? Let's say you do.
When you mirror the geometry the morphs and UVs are mirrored as well...
Now say that you had made a morph in which some of the points at X=0 goes to the left. When you now mirror the geometry Modeler mirrors the points at X=0 as well and then attempts to merge these points with the original points as well. Now Modeler doesn't know wether the merged points should go to the left (as the original ones) or to the right (as the mirrored ones). And it sure doesn't try to find an average value either. So it simply chooses not to merge the points. What you can do though is manually weld them, like I believe you have done. All well so far...
The problem is that in Layout, LW still don't know which way to move the middle points in the morph, so it unwelds the points again in order to let them move their own way.

The solution:
Before or after you have mirrored your head (or whatever), select all points along X=0 and go through all the morphs in Modeler. If there is a morph in which the middle points move along the X-axis clear it from the selected points. If you're able, after mirroring, to merge the middle points (using the "automatic merge" command) then all should be fine. If not, check the morphs again and clear suspiscous morphs from the middle points. You can allways reshape the middle points' morphs after mirroring.

Cheers

PixelInfected
07-08-2004, 02:25 PM
when you mirror an object check that

1) point on mirror axis must be welded
2) check, select and delete all 2point polygons, which often born during mirror operation.
3) check for double polygons, with merge and unify polygon tools.

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