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View Full Version : whats going on with these polys?


gu3
02-18-2003, 03:48 AM
hey guys. here are pics of my first low poly model. The face looked ok until I attached a "lock" of hair to the top of the head. The first pic has a version of it with the polys looking suspect, and different then the rest of the other polys of the face (the mesh has a meshsmooth modifier over it) The second picture confirms my suspicions that something is amiss as I have smoothed it 3 iterations and the "lock" polygons look wacky and are even tearing off of the head. What is going on here?
Is it a bad practice to model for low poly by taking a box and welding the side vertexes together so that it is completely flat?That is what I did for the hair "lock" and so that It would have normals on both sides and therefore render on both sides. This is so far my only hunch on why things are screwed. If this is so, what is the best way to make a flat suface renderable on both sides?
thanks for any ideas/corrections/repremands:)

gu3
02-18-2003, 03:50 AM
second pic

gu3
02-18-2003, 03:50 AM
second pic

gu3
02-18-2003, 03:50 AM
:shrug:

jadedchron
02-18-2003, 03:56 AM
??? more details please. a profile shot would be nice

gnarlycranium
02-18-2003, 04:13 AM
Can't you just put a 2-sided material on the hair portion? Doubling up the polys sounds dangerous.

gu3
02-18-2003, 05:34 PM
it sounds like what I was doing with the polys for the lock was a bad idea. I suppose I will try some different stuff. here are some profile shots if that helps anyone figure out whats going on...

gu3
02-18-2003, 05:38 PM
and here is the model smoothed

jadedchron
02-18-2003, 06:47 PM
i would disconnect the lock .. by the look of it it shouldn't take but a sec to rebuild it .. and apply a 2 sided material to it this time . otherwise i dunno :shrug:

proteus2002
02-18-2003, 06:50 PM
make sure that you have checked "apply to whole mesh" in the meshsmooth modifier.

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