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Reaver2k
12-27-2005, 07:58 PM
Ok I'm trying my hand at modeling the last few days, I've done it before but never come across this problem, possibly I pressed something which wasn't for noseys? I don't know, I've looked through the forum and used the search, but I really couldn't think of how to search for this specific problem because its hard enough to explain as it is, anyway heres the problem.

I'm modeling a robot currently, with Editable polys but I'm having a problem everytime I render my object. There seems to be some sort of subdivision I didn't want happening everything I use F10 and press render.
I've made a screenshot of whats happening, I hope you can make it out, anything else you need to help I'm very glad to supply.
On the right there is an example of what it looks like in the viewport (the way I want it to look when rendered) On the left there is an example of what is actually being rendered, tri's instead of poly's it seems. Basicly I need help on what setting?/what I need to do? to have it render what is shown in the viewport, no subdivision or whatnot. This problem is happening all through all of my objects and I have no idea whats going on.
Cheers for your help I'll me frequently looking back at this thread as I really need to get on doing some work on CAD soon!

Cheers, Alan.

Nardes
12-27-2005, 10:42 PM
Have you tried using higher smoothing group value?

jabbermacy
12-27-2005, 10:46 PM
You have a five sided poly clearly visible in your pics and you are seeing the internal tesselation required for the render because said poly is non-planar. You can 'show all edges' to confirm this fact. You need to re-examine your modelling technique to eliminate all non-quads.

Reaver2k
12-28-2005, 02:56 AM
Thanks jabbermacy.

Why does it still have this tessellation problem on my quad polys aswell though? Like some shown.
What you were saying is dont let any 5 sided polys get into the model or 3? Just 4? If you could figure out why im still getting tesselation on 4 sided polys aswell that would be great.
Cheers for all your help guys, Alan

Edit: I already had view all edges on in the viewport view i think? Doesn't show any tessellation. Get back to me ASAP! Thank you!

Reaver2k
12-28-2005, 07:13 PM
I'm really sorry to be such a nuisance but I really can't carry on modelling with this problem persisting, especially if my technique is wrong as jabber has possibly thought (Still not understanding why my 4 verts polys are having this problem though, and with all edged faces showing this tessellation isnt showing)

Please any experienced users it would be a great help if you could post your ideas here as soon as possible.
Cheers for the help in advance, Alan

3DMadness
12-29-2005, 11:49 AM
If you're not using meshsmoth or turbo smooth, all you have to do is go to polygon sub object (shortcut: 4), select all (ctl+A) and in the smooth groups press "auto smooth" and I guess it'll be ok. The problem seems to be lack of any smooth groups in your mesh. ;)

RampanT
12-29-2005, 12:40 PM
Yup, there's not a problem with your modelling technique, (although it is best to avoid 5 sided polygons) you just need to apply smoothing groups. This has nothing to do with whether you have used 4 or 5 sided polygons, because you will see the internal edge of a 4 sided polygon also. (4 sided polygons can just as easily be non-planer) Working in edit poly mode, Max flat shades all of the ploygons, which is why you don't see it in the viewport. As 3Dmadness says, either use autosmooth, or apply the proper smoothing groups that you desire.

Reaver2k
12-30-2005, 12:00 AM
Ok that seems to work, making gradients in my shading but I guess thats no biggie.

Quick question, is there anyway to automatically give each poly its own smoothing group, being a robot I need the hard edges, smoothing two polys together I dont think will give the impressision I want it to, there seems to only be 32 smoothing groups so is this possible? Or is there a work around which gives the same effect (hard edges all over).

Cheers for all your help guys your being amazing :)

-Vormav-
12-30-2005, 12:34 AM
You can actually use the 'smooth' modifier to separate all of your polys into different smoothing groups. I might be wrong on this (don't have access to max atm), but I believe that that's what the modifier does by default, if used before any mesh smoothing.
And if you're working in all-quads, 32 smoothing groups is more than enough; when polys are not directly adjacent to each other, they are not considered to be in the same smoothing group.
So, for example, say you have 3 different quads connected in line, 1|2|3 ('1' shares no direct connection to '3'). Putting quads 1 and 3 in smoothing group 1, while also putting quad 2 into smoothing group 2, would give the same result as putting each of the quads into their own smoothing groups, if that makes any sense.

RampanT
12-30-2005, 01:51 AM
Even for a robot character, it would seem strange to have all of the polygons smoothed seperately I think - unless it is very low poly. However, this can be done. As Vormav says, apply a 'smooth' modifier, tick 'auto-smooth', and reduce the threshhold to 0. This should get the desired affect.

Reaver2k
12-30-2005, 03:01 AM
Thanks thats perfect you two. Yeah rampant I understand what you mean it's just I'm having trouble makeing it sort of "Plated" I also need someway to seperate the panels of the robot. Hard to describe but here is what I have so far, the "head" has many panels, but they don't look like panels, they need seperating.

Any ideas on how to do this would be great, but I'm not sure if this is the right forum for this question?
Cheers, you've been a great help. Alan

-Vormav-
12-30-2005, 06:36 AM
Thanks thats perfect you two. Yeah rampant I understand what you mean it's just I'm having trouble makeing it sort of "Plated" I also need someway to seperate the panels of the robot. Hard to describe but here is what I have so far, the "head" has many panels, but they don't look like panels, they need seperating.

Any ideas on how to do this would be great, but I'm not sure if this is the right forum for this question?
Cheers, you've been a great help. Alan
If you're going for a separate panel kind of look, you should just try modeling the pieces of the robot separately. Maybe form the basic shape of the robot as a single poly object, then separate polys into different sections, export those as separate poly objects, and then refine them separately. It can be difficult, but it's a lot easier than getting that look out of a single sub-d object.
Or you could always experiment with creasing. I hate creasing, since it tends to get screwed up as you add to or remove from the geometry, but it can definitely give you your hard, panel-like edges.

Reaver2k
12-30-2005, 05:21 PM
I'm not quite sure I understood your first suggestion, start with 1 poly object for the head (like I already have), Then what? Could you go into a little more detail, if you have the time of course.

Any other suggestions also welcome everyone, Thanks again everyone!
Alan

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