View Full Version : Welding Help
Kaiser_Sose 09-21-2002, 04:05 AM I am working on my Dino and I am trying to weld the leg to the body and I have some questions
I tried my best to line things up ... the leg has ten points on top to weld and I dleted enough poygons from the body to leave ten points empty
It was really tough figuring out where all the poinsts were but I did it ok, but it would be great if someone can tell me if I can do it better
After I did it I noticed something funky and I have a question about that
In the image below you will see one polygon facing in the body [ the opposite from all the others ] . This happenned after I was done welding but when I subpatch it that polygon turns around facing th correct way ... is this ok
Will it lead to problems when I texture it
In the zip file is the tthe dino before and afer I welded. This is for anyone who thinks I can weld this in a better wayhttp://home.socal.rr.com/mb18/dino.zip
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jjburton
09-21-2002, 04:40 AM
Kaiser...
Cool name:)
First of all, it looks like your polygon is flipped. Select the polygon that is facing the wrong way and press "f", that should fix that. See the little dotted line that is coming off the polygon? That tells you which way the polygon is pointing. It points out. Make sense?
Second of all, the easiest way to do complicated welds like that (at least one of them) is to hide the geometry you don't need. You do that by doing this:
1) select only the polygons you'll need to be working with.
2) press " to invert the selection.
3) Press - to hide those polygons (when you're done, press \ to get them back
4) select the individual point pairs by first selecting the point on the loose leg, then the point on the body. Press cntrl w, that will weld the points. The trick with weld is to know that the last point selected is where the other points will be melded too.
I'm pretty sure these short cuts are right. I'm not on my computer right now and I'm second guessing myself cause it's late:). Make sure you save a revision before doing any major changes.
Hope this helps.
Well...because he says that area looks okay when he is in subpatch I suspect the offending poly is non-planar. This can cause trouble when rendering later. I suggest splitting the poly.
dark_lotus
09-21-2002, 05:50 AM
Ok,
I've done it for you, its sub-patched. There are no Tri's so you can count your lucky stars.
hers what the welding looks like (in grey)
dark_lotus
09-21-2002, 05:51 AM
And heres the model as reference:
LyonHaert
09-21-2002, 08:15 AM
don't worry about non-planar polys in an object that will be sub-patched. the effect of that particular polygon seeming as if it's flipped is just the display getting a little confused on which way it is supposed to be facing because the poly's non-planar aspect. it looks fine when subpatched, right? if you flip it so that while not sub-patched it looks ok, when you activate sub-patching, it will be facing the wrong way. just leave it alone. don't split it, especially if it's a quad.
Kaiser_Sose
09-21-2002, 08:24 AM
Originally posted by jjburton
Kaiser...
Cool name:)
First of all, it looks like your polygon is flipped. Select the polygon that is facing the wrong way and press "f", that should fix that. See the little dotted line that is coming off the polygon? That tells you which way the polygon is pointing. It points out. Make sense?
I know its flipped and I know the normal is facing the other direction. As I wrote above it corrects itself when I subpath it
I guess according to Cman this should not be like this
posted by Cman
Well...because he says that area looks okay when he is in subpatch I suspect the offending poly is non-planar. This can cause trouble when rendering later. I suggest splitting the poly.
Hmm, you say a non - planar polygon caused this ... what is a non - planar polygon and what did I do for it to get there
Splitting the polygon will fix this, can you show me how to do this
dark_lotus, thanks for the time ... can you tell me what yu did
Kaiser_Sose
09-21-2002, 08:32 AM
Here is the little bugger
It looks like it has four points but is a triangle on screen
Kaiser_Sose
09-21-2002, 08:51 AM
Huh, I dont understand this
I went back to look at the model more closelsy and now I see two polygons playing games with me
LyonHaert
09-21-2002, 08:57 AM
it only looks like a triangle because 3 of the points are sortof one one side. it is as if you took a triangle and add another point to one side of it. there is nothing wrong with this.
a non-planar polygon is one in which all of the points do not reside on the same plane. and one point can reside on the same plane with any other two points (by definition, three points define a plane), but if just one point of a polygon does not reside on the same plane that other points of the same polygon reside on, then the polygon is non-planar.
with sub-patch models, you usually don't need to worry about non-planar polygons at all. however, you do have to be concerned about polygons that have fewer or more than 4 points.
swampthing
09-21-2002, 09:41 AM
The "first" first of all I guess i woulda mentioned would be to question why you made the leg as a seperate object then went through all the time of trying to line it up which is what i'm assuming you did?
When you laid out your original body geometry it probably would have been best to account for the leg position and then smooth shift the leg out of the body and use the bottom poly of this to build the leg structure rather than attempt to weld a leg on seperately. Maybe check this tutorial first
http://creativedigital.bizhosting.com/Creative%20TutorialsPage.htm
It'd probably work well with your sauropod here.
dark_lotus
09-21-2002, 01:50 PM
Basically what I did was rather than join polys, i created them (select 4 points clockwise and hit 'p').
I just went around the leg and did that. Some of the points closer to the body had to to be moved on the Y axis.
Hope that helps
It's all right Kaiser, it only LOOKS flipped. Because of the extreme non-planar aspect of the polygon the display is having a hard job working out which way it is facing.
When Lightwave renders a sub-division surface model the first thing it does is tripple all the polygons (internally only), which is why it renders correctly, and is also why you don't have to worry about non-planar quads when modelling for sub-D surfaces.
The more elegant your sub-D model (a few as faces as possible), the more you will encounter non-planars when sub-D mode is switched off.
Aw nut's a double post :wip:
jjburton
09-21-2002, 03:05 PM
Sorry, Kaiser, should have read your post more carefully. It was late:). I've always got a few non planars in my models and haven't had any trouble when rendering or animating.
Kaiser_Sose
09-21-2002, 08:53 PM
Thanks everyone ... I am going to UV texture this thing which will be my first time doing that so hopefully I dont run into problems
swampthing, I wish I would of know about that tutorial months ago
I guess I could have beveled out the leg but there might come a time when I can not so knowing how to build it from scrath will come in handy
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