View Full Version : need help please
Risibility 01-20-2003, 07:28 PM i finally got a great character going along, and he is fairly realistic and ive got a pretty good texture map for him now too but for some reason (and i cant find any lost vertices or polys floating in space!!!!!) his "box" around his head when you select him is slanted (see picture)
so now when i try to uvw map and uvw unwrap the gizmos are slanted and the texture is completely off, and extremely difficult to fix...when you do a planar map and edit the planar map, the head is tilted backwards...so you cant apply the texture directly to his face.
help please!!!!!
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Risibility
01-20-2003, 07:31 PM
pic
Risibility
01-20-2003, 08:01 PM
kay new problem, i just ran an STL check and apparently the entire neck section is full of errors, even though there are no broken polygons...i dont understand why this is at all so if anyone can fill me in on what exactly STL check is telling me to fix id appreciate it
Risibility
01-20-2003, 08:06 PM
stl check specifics
walinitz
01-20-2003, 08:42 PM
for the first problem go to hirrarchy pannel click affect pivot only and fix it by rotation.
for the second problem i guess what its trying to tell you is that first of all you have a big hole in the bottom of your neck and besides that theres a few double edges which means that you should look them up and delete them.
good luck.
Stroker
01-20-2003, 09:28 PM
You can fix the crooked bounding box and pivot by using Reset XForm. It's in the Utilities somewhere.
Risibility
01-20-2003, 09:52 PM
affecting pivot only didnt work...it just twisted and bent the face diagonally.
how do you fix the double edges.
stroker - your method worked therefore your the cock of the wok, thanks, but i still need help on that neck...as soon as i attach it to the body it will get rid of the opens and the spikes but the double edges are still there
Stroker
01-21-2003, 03:18 AM
First thing to do is cap the neck. This is to trick STL-Check. When you are ready to stitch/weld the head, don't forget to delete the poly.
When STL-Check tells me that I have a bunch of errors, the first thing I do is start welding/collapsing verts in the area. This usually takes care of most of the problems. Then I start hiding polys and looking for extra geometry. For example, if I hide two polys and a line that shouldn't be there is showing, I'll delete it.
Other than that, I can't offer any straight advice. Each case is different and requires different approaches. It's good exercise for the brain.
If all else fails, do the Noodle Dance.
Have fun.
Good luck.
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