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beetz15s
05-14-2005, 06:05 PM
Whats Wrong with this Model? how can i improove the topology so that it is smoother.
experts, please help


If you read Please post!

jbo
05-14-2005, 06:35 PM
if your asking about topology, you NEED to post a wireframe. that said, i don't think your problem is topology. you just need to tweak it more, and smooth the normals. if this is a game model you have way to many faces on the top of the head, and not enough at the joints of the arms and legs.

simps
05-14-2005, 11:58 PM
I'm guessing your in Max. You need to apply some smoothing groups. If your in subobject/polygon mode you can scroll down through the panels on your right. You should see some little boxes each with a number in sequential order. 1, 2, 3, 4, 5, etc. You can select certain faces and then select these numbers and assign smoothing groups. You can also just hit auto smooth and play with the percentage to smooth the whole thing. It's right underneath the smoothing groups. It's easier done than said.

You can also just apply a smooth modifier on top of the stack. and auto smooth it that way.

If your in Maya you can select the faces and soften them or harden them to your liking. I beleive its down under the edit polygons button in the modeling section.

I'm not the best at explaining stuff but I hope this helps.

AoB
05-15-2005, 03:37 PM
Smoothing groups is a good way of smoothing things off. As stated by "simps".

Plus the shoulders seem to be abit 2big compared to the body and the arms are way to long.. post up a wireframe and we`l have a look at it.

dpizzle
05-16-2005, 09:42 PM
if you're using max, do what simps said (with the smoothing groups)
if you're using maya, use the 'soften/harden normals' tool under 'edit polygons'
with this you can select faces or edges and apply the tool from 0 - 180 (harder to softer)
for hard edges [such as creases in the knees/elbows], what you would do is select the faces around the area where the hard edge is going to be (maybe the whole arm/leg) then soften this area to your liking (around 130-180... or whatever) then select the edges that make up the middle part of the arm/leg (where it will bend) then re-apply the soften/harden normals tool, this time with a setting of 0.

hope this helps, if you're using maya anyway.

dp

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