View Full Version : noob question, seriously...
azloha 06-18-2005, 06:34 AM how to do it? smoothing in this article, http://www.3dluvr.com/content/article/149
hm, actually i am doing a lego figure, the leg. i tried to use edit poly and meshsmooth. but.....
i boolean the cylinder and box together first and applied meshsmooth. the result is terrible, any advice on that?
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-Vormav-
06-18-2005, 08:50 AM
Always avoid using booleans. Whenever possible.
This is especially true for when you're applying mesh smooth to an object. The output of mesh smooth is all-quads, and so you get the most accurate, error-free, predictable results when your base model is formed entirely of quads as well. And one of the big problems with using booleans in this case (there are other problems, too...) is that it won't do this to your mesh. Often times, a mesh resulting from booleans will consist of ngons with 20 or more sides. It can get a lot higher, depending on what you're doing and how unlucky you get (the usability of booleans in a lot of cases comes down to luck, really...that or a lot of cleanup work).
When you apply mesh smooth to an object with tris, you get a 'pinching' effect where the tris were on your base model. It isn't always noticable, and usually isn't a big deal. When you apply mesh smooth to an object with 5-sided polys, you can get shading errors some of the time, but it can still usually be safe. When you apply mesh smooth with an object that has ngons with more than 6 sides, you're almost guaranteed a shading error (try smoothing a cylinder top with more than 20 sides for a quick example of this), and unpredictable results.
If you want to use booleans for this, you have to cleanup your model afterwards. Booleans create excess verts often times where they're not needed. Look over the connection where your box and your cylinder come together. You're going to have to manually go through and weld vertices together to keep it as close to all-quads as you can get it. If you had an all-quad mesh, then you could also add additional edge loops through editable poly mode to help define the flow of the smoothing, but you only really have edge loops where you have quads.
azloha
06-18-2005, 10:49 PM
i had tried to delete the vertex, but it got me delete the whole face, and i gotta apply "create" to make a new face. is it normal?
maybe my english is too bad, how to do as the 3dluvr.com say in practise?
-Vormav-
06-18-2005, 11:35 PM
You're right, delete vertex DOES delete the connected faces, too. Instead, you need to use the 'remove' feature of the vertex sub-object mode, as well as the 'target weld' tool to clean everything up.
peekoot
06-19-2005, 02:45 AM
if you are willing to invest money in a plugin check out power booleans from www.npowersoftware.com (http://www.npowersoftware.com) ... they give much cleaner mesh and work in most situations.. they also have quad mesh output option, but i'm not sure how much it is usable for meshsmoothing...
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