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lragno
11-27-2002, 08:34 PM
Can anyone tell me how to connect these two sections?

If so, PLEASE tell me how!



:shrug: :shrug: :shrug:


BTW: It's an attached editable Poly that wil be later meshsmoothed.

erilaz
11-28-2002, 01:44 AM
Depends on how you're going to connect them!:D

If you want to weld the vertices of one to the other, you first have to select one of the objects and click the ATTACH button in your Epoly bar, then click the other model. This combines the two meshes together. But you've already done that, I think.
I'll need more info to assist you further, because I'm not sure what you're trying to achieve.:shrug:

And what da heck is that blue line around the outside?

lragno
11-28-2002, 06:17 PM
Yeah, the both elements are attached. I want to create a series of polys that connect the two elements.

I tried the 'create poly' in the rollout menu, but for some reason it is not allowing me to do so. Also, no luck on welding, between the 2 shapes, the vertices together.

I may be approaching this the wrong way. I just want a smooth transition between the two elements.

The blue lines are just guidelines.

thanks:)

erilaz
11-28-2002, 10:25 PM
I've found using csPolyTools works well for creating poly bridges. A quick search on www.scriptspot.com will bring it up. Basically, you select yor 4 vertices you want to make the poly from then click the command. You may need the vertices in a close proximity. I'm not sure what the threshold is. Give it a go!

ToddD
12-01-2002, 03:15 AM
I don't quite understand why you think you need to model the headlight area with soo many polys. If you were to continue modeling the hood area and just model a rough shape around the headlight, then shift drag the edges of the opening inward it would result in a rounder shape when meshsmoothed. Right now its like you are modeling the hood low poly in preparation for meshsmooth, but the headlight area as if it is already meshsmoothed. Just my observation, seems like you're over thinking this 1.:) :shrug:

megaflaizer
12-01-2002, 05:56 AM
notice that the two surfaces youre trying to connect have a really different mesh density. the hood area is rather braod while the headlights are relatively detailed.

youll find its easier and yields the superior results when you learn to create your surfaces with the same relative density.

megaflaizer
12-01-2002, 09:51 AM
id like to add:

the way to model this is to construct the entire surface as one topology wihtout the light. very easy, basically a quarter sphere shaped the way you want.

then manually contruct the headlight area by reshaping verts, adding detail in the area you need [by manually subdividing edge loops and rings] and extruding the polys in.

when you meshsmooth it the result will be what you want. remember to use edge hardness in the meshsmooth modifier to get a crisp edge where u need it.

lragno
12-01-2002, 11:09 PM
Thanks for everyone's repy.

megaflaizer, I tried modeling the enitire hood at once and then going back to add detail where needed.

The problem arose when I started to play with the vertices, after sub-dividing, to get them around the headlight. They were constantly deforming the headlight shape.

So, I extruded the headlight shape, which was a spline, to get a more accurate headlight. I thought I could somehow attach the two.

It just seems that everytime I went back to add detail, the mesh got messy.

here's an example.

megaflaizer
12-01-2002, 11:14 PM
the second screensnap you put up is the way to model it.

you just dont need all those polys on the lower half of the headlight, thats why its making that crease.

keep trying and experimenting. soon you'll "get" the flow of the way max does subdivsion, and youl lbe a powerful modeler.

a great benefit to subd is that the topologies usually naturally follow the way a mesh wants to deform for char animation.

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