View Full Version : Wheel+Meshsmooth help
lebada 04-13-2003, 02:24 AM i've basically made a wheel, at start after a tutorial..but then i wonderedoff in my imagination as usual and created this
http://www23.brinkster.com/ewgame/wheel/wheel.htm
i made a few welded vertices and then i spun them around a bit to give it that "motion" feeling...
well..i got the "feeling" but the smooth didnt work so well from the perspective view...i gave it a "2 sided" material so you can see better...
i really like the model how it is...whith that round-ish whole in the middle...whoat should i do? fill it up and then weld all the vertices together? i'm clueless on this one.:shrug:
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drunkirishmic
04-13-2003, 07:33 AM
somethins not welded dude. if u hav any verts that r left open like that, meshsmooth will hav little effect and give u this sort of result. make sure those verts on the middle are welded, should just be those 8 at the corners of each spoke by the hub.
lebada
04-13-2003, 12:53 PM
i tried that on another wheel and got the same thing...all the vertices are welded as they are supposed to be...
here's the max file...maybe someone can show me whats wrong...
http://www23.brinkster.com/ewgame/wheel.max
i really have no idea on how this can happen...i'll fiddle with it more now..
gaggle
04-13-2003, 07:33 PM
Anything pertaining polys, meshsmoothing, and the likes, I suggest you read through the Theoretical SubD sticky-thread at the top of this forum. It has a lot of information about the use of the Meshsmooth modifier and such.
JeffPatton
04-13-2003, 08:30 PM
I converted the object to poly's and had to delete part of the spokes for some reason? But once I extruded them back and re-welded, it worked like a charm. Give that a try, or I can send you the adjusted .max file.
http://www.vi2.com/getFile/133819.jpg
lebada
04-13-2003, 08:45 PM
you can send it back if you can ...
24.112.221.131, on port 21
upload/upload
soi should use the poly's and not the mesh from now on...but it really looked strnge tho...
thanks for fixing it...
i'm just trying to get the hang of it because 'm planning on making cars in a few months/years and i might as well start with the easy parts and build from them...
i'll probably try to figure out more models for wheels and then the tires...and make a collection of'em..hehe
thanx:thumbsup:
JeffPatton
04-13-2003, 08:55 PM
I think its a matter of user preference as far as the use of poly's. Alot of people use poly's to model cars, but also spline modeling. I wont go into alot of detail because as gaggle stated, you can look through the Theoretical SubD sticky thread at the top of the list here and get tons of usefull info. And on that subject, I had some free time and thought I would tinker with that file. I hope by doing so I haven't discouraged you from browsing that SubD thread.
I will send you this file shortly.
lebada
04-13-2003, 09:20 PM
thanx i got it....i just got used to "edit mesh"... i worked once with nurbs for making a lightsaber...in max 4 last year..but that was about it...
i consider mesh and poly's the same..at least for what i use'em..
as for spline...i can tell you this...i never worked or used it...so i know nothing about it..at least at this stage...
i gotta see what courses i can take next in college...:bounce:
Sgt.ArchAngel
04-14-2003, 04:01 AM
i always use edit poly instead of edit mesh considering how much easier it is to control (for me)
splines are fun as well
they can be a time saver depending on what your doing and hae other great uses
lebada
04-14-2003, 01:28 PM
yeah..i'm trying to get game developing certificate from a college and they seem to have more maya courses than max courses...so i might do the transition to maya sooner than i thought...although max seems to be easier to use if you remember what all those icons do...which is easy..at least for me...:p
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