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View Full Version : Help with MAX NURMS subdivision


BenBarker
02-04-2002, 01:49 AM
Hi everybody. I was referred here from another forum, I didn't even know this place existed :) , so forgive my newbishness. Hopefully this is the right forum.

Anyway, I'm having an odd problem in MAX:

I decided to try this editable poly thing, since I'm getting pretty tired of animating patches. I've never used these before, just the old meshsmooth modifiers from Max3.x on back, which sucked. But these seem really cool, so hopefully this is something fairly obvious and dumb.

I'm making a head model in low res, then turning on NURMS subdivision to smooth it out. After about an hour everything is going great, until I add the nose. Then this happens:

http://www.benbarker.com/maxproblem.gif


The top pic is with subdivisions 1, the bottom with subdivisions 2. These spikes shoot out either into the left bottom corner of the viewport, or they fly out into infinity. Sometimes they show up in the render, sometimes they don't. But they do show up in all four viewports, even after a screen refresh. So it's really there, it's not some rendering anomaly.
I've tried deleting polys, rearranging them, etc. I can narrow it down to individual polys, because when I delete them the problem goes away. But when I rebuild them, even in a different configuration, the problem still appears as soon as I turn on NURMS subdivision. I've built the brow region of this model 3 times, and every time the same regions give me trouble. Retriangulating the polys doesn't help either. All of the offending polys have fours sides, they are in a nice shape, not weird at all.
I don't think it's a bug, I think it's my problem. But my attempts to fix it have just made it worse. I guess I need to know what causes this before I can fix it. I want to do it now before I spend a lot of time on a model.

Anyone know what causes this?

Taoizm
02-04-2002, 08:32 AM
First thing I would do (without seeing the model for myself) is to run the STL modifier on the mesh and see what comes up. That can isolate many problems that don't show themselves in the viewport.

BenBarker
02-04-2002, 10:58 AM
Pshh. Figured it out. It was dumb. ;)

I should play around with crease and weight some more. Big polys next to small polys at acute angles were blowing out the vertices of the mesh. Tweaking crease and weight caused them to pop back to where they belonged.

Thanks for the suggestion, I have never used that modifier before, it seems like a good way to check a model's integrity.

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