View Full Version : really ANNOYING!!!!!
ricoisme 03-05-2003, 08:04 PM This may seem a dumb question to all you experts out there, but when i make a character model and it comes to the eyes, i do it by extruding squares inwards, then add a meshsmooth to make the eyes sockets round. But when i do this, they turn round, but then there are raised lines, bumps almost, that spiral away from the out side of the circle. And i cant get rid of them! No matter what i do it stays, well, unless i raise the iterations level to 3, that sometimes does the trick but i think thats to high for my model.
Anyone who knows why this is happening or how to get rid of them, or even a better way to do eye sockets, i would greatly appreciate any help. Its driving me mad! Having a nearly complete model (my first character) and i cant finish it because of the eyes!!! I feel so stupid!
Thanks in advance,
Rich
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gaggle
03-05-2003, 08:13 PM
lets see a screenshot please? With and without meshsmoothing, with the wireframe layout somehow clearly showing. I for one find it difficult coming up with a reason for your problems just by your description.
ricoisme
03-05-2003, 08:19 PM
ill do a quick box with eye sockets, then post it. How do i render showing the wireframe?
Rich
ricoisme
03-05-2003, 08:51 PM
Ive just realised that they are indents, not bumps and they come away from the socket in all directions. Im having trouble coming up with a picture at the moment, because when i try and do it to a plane box it seems to work, not leaving any indents. It must be something like the position of the vertex when the nose etc is added.
In order to do the sockets on the previous model (which i now regret deleting) i had to cut the polygons and reposition the vertex from there, forming a square, then add meshsmooth. Should i be trying to form a circle instead? Would too many lines around the socket be causing this?
I have to leave the computer now, but ill try and post a picture as soon as i can.
Thanks again,
Rich
gaggle
03-05-2003, 09:21 PM
This is a wild guess, but you get abnormalities if you meshsmooth 6-edged+ poles. A 6-edged pole is what we call a vertice that has 6 edges connected to it. Typically you get that if you make a sphere, the top and buttom of the sphere will have all those edges converging in.
Meshsmooth doesn't like that.
Try to stick to four-poled verticies generally, ie. four edges going into each vertice. Note that that generally clashes with the notion of keeping an all-quad surfaces, so you be the judge of what you want: quads, or four-poled verts.
Er, at any rate, if you have a vert that has more than at a maximum five edges going into it, rework that area. 5-poled vertices smoothes okayish I do belive, anything more and you get artifacts.
Check out the SubD sticky-thread, it has lots of information on pole and quad surface techinques
ricoisme
03-07-2003, 04:58 PM
I think you were right. Ive managed to get it to work now, thanks a lot! Everyone here seems so helpful!
Thanks
Rich
gaggle
03-07-2003, 07:16 PM
We live to serve :)
Good to hear things are working.
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