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View Full Version : Poly to sub-d won't work


nemuro
04-18-2006, 09:04 PM
Hello to you all, I have a major problem , when I was tuning a car , and I started making the back bumper, I modeled it to a point at wich I would normally convert it to sub-d, from poly , but I got that common error message:

// Error: polyToSubdiv1 (Poly To Subdiv Node): One or more edges is nonmanifold.
// Nonmanifold geometry cannot be converted to a subdivision surface.
// To clean up nonmanifold edges, use Polygons->Cleanup with the nonmanifold option. //
// Error: Command polyToSubdiv failed. Open Script Editor for details. //

This is the bumper I made, it's in poly mode currently

So I did a cleanup, with everything deselected except non-mainfold and geometry only, as the normals are Ok, nothing seemed to be changed, until I tryed to convert it to a sub-d , it worked... but like this:

http://img466.imageshack.us/img466/3437/problembefore9pn.th.jpg (http://img466.imageshack.us/my.php?image=problembefore9pn.jpg)

I am quite confused , it's low poly , it has no rogue vertices or edges , no overlapping vertices , nothing, even the normals are Ok.
What should I do?

http://img466.imageshack.us/img466/4228/problemafter3yn.th.jpg (http://img466.imageshack.us/my.php?image=problemafter3yn.jpg)

PS: I activated the option of showing non-planar poly's , and there are alot of them , I deleted the non-planar ones and it converted succesfully to a sub-d , and without any problems , but the thing is that only 4-5 faces out of ~150 are planar , how do I make them all planar?


Thanks in advance, attached you will find the bumper scene , thank you , and don't copy , as if you would have what to copy :)

Emil3d
04-18-2006, 09:34 PM
Select the poly and choose Display > Poly components > boarder edges.
Eliminate the boarders where you don’t want them. Then convert to subdiv.

nemuro
04-18-2006, 09:46 PM
Select the poly and choose Display > Poly components > boarder edges.
Eliminate the boarders where you don’t want them. Then convert to subdiv.

I know that feature, and the borders are where they should be, no extra borders.

wigal
04-18-2006, 09:49 PM
you have some duplicated faces in your scene.... thus the cleanup command splitting up the vertices connecting those faces...

delete one of the two faces... merge the vertices.... go!

cheers

Emil3d
04-18-2006, 10:16 PM
I know that feature, and the borders are where they should be, no extra borders.
There was. I didn't check your scene and I don't know what's the state of your geometrly on the file, but in your second screenshot with the subdiv, it shows clearly that you had boarder edges just before the conversion. Apperantly they were caused by the clean up after which you should display and eliminate them.

LehaS
04-19-2006, 06:43 AM
I took a look at your scene and i think that the problem is clearly because of non-proper poly-modelling here.
If you planned to convert them to subdiv later you should have kept this in mind.
Model in its current state is not topologically suitable for proper converting to subdiv imho
Edges are not beveled, gaps and etc.

Here is the screenshot of the backside of it

http://i34.photobucket.com/albums/d147/leha_sokol/screengrab.jpg

JYoung
04-19-2006, 10:37 AM
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What he/she said. Those little fin pieces are really screwing things up. Besides that, though, the main problem was duplicate faces. A lot of times you not only need to delete the duplicate faces, but delete both overlapping faces and rebuild the face with append polygon(or however you want to go about re-modeling it).

I attached a fixed version, without those fin pieces. I'd go ahead and remodel those separately, or at least change the topology.

Emil3d
04-19-2006, 06:09 PM
Alright, I also checked your file. Just follow the steps listed below to fix your geometry.

Select the geometry, go to Polygons > Cleanup □, in the Options window that opens, choose: Select Geometry for the Operation option, check Lamina Faces, uncheck all other options, click Apply, and press Delete on your keyboard.
Select the object again, in the Cleanup Options window check Nonmanifold geometry, uncheck all other options, press Apply, from your keyboard hold Ctrl and press F11, and finally press Delete.

Now your geometry will convert to subdiv problem free. The above steps will have deleted a few needed faces that you can now rebuild in a poly proxy mode of the subdiv. Working in that mode has the advantage of interactively avoiding bad geometry that is not supported by the subdiv. If you create wrong geometry in this mode, Maya will alert you by displaying an error message at the command feedback line and your subivs will stop updating. In addition to that working in the poly proxy mode with direct feedback from the subdiv surface will help you learn how to create a better topology. Your current topology is not very impressive.

I hope this helps.

nemuro
04-20-2006, 10:40 PM
Wow , thank you all very much for the great support and helping hand , I never would have thought you are helpful with newbies, I will consider every post, and try to brush up my skills , I will post here if I encounter the same problems.


Emil3D now that you have seen my way of aproaching things, what do you think I should change in modelling?

EDIT: I have opened Yungimoto's fixed scene (thank you once more), and I did the steps Emil3D suggested in his last post , even though there were no bad faces to delete in any of the two steps, showing that Yungimoto did a great job, Now the mesh is able of being converted to a subdivine , now can someone please tell me what was the mistake and what should I do to prevent this from happening? (btw , I modelet the main stock bumper in 3d studio max 7, and exported and tuned it into maya, maybe the conversion did some funky stuff leading to this problem of mine)

Emil3d
04-21-2006, 01:02 AM
,,, I did the steps Emil3D suggested in his last post , even though there were no bad faces to delete in any of the two stepsApparently you - either didn’t use the file you posted in this thread or you didn’t follow the steps correctly.
Try it again, download your file from this page and follow all the steps carefully and you will see how to fix this. I just check it. The only thing that I didn’t mention in the steps is the obvious fact that you have to focus (click with the Right mouse button) in the vewport before using the keyboard hotkeys. Emil3D now that you have seen my way of aproaching things, what do you think I should change in modelling?Basically what I already recommended in my previous message: if you want to model something in subdiv with the polygon tools, do it with the subdiv geometry in the poly proxy mode.

JYoung
04-21-2006, 07:06 AM
I just tried the steps that Emil3d suggested, and it works perfectly. So, there ya go, the easy solution. :)

As far as modeling, a lot of times with mechanical models it makes sense to model pieces separately. Sometimes it allows for cleaner meshes and nicer edges. Just a thought.

nemuro
04-21-2006, 12:04 PM
I never said the steps Emil3D told me were not working , I just said that there was nothing to delete when I pressed DELETE, or so it said in the script editor , and I was in component mode. I tryed it with the scene Yungimoto fixed for me. I will try it on my original file to see if that does the trick :)

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