View Full Version : chamfering trouble
i guess it's an easy question, but what happened to my edges!?!!
(i chamfered the lines then added meshsmooth (3dsmax5))
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EricChadwick
04-15-2003, 02:25 PM
You changed the camera angle on the third pic, so it's impossible to tell what part of the model I'm looking at. Is this the outside of the ledge? How is it connected to the other two pics?
Marcel
04-15-2003, 03:15 PM
Use this cage setup to prevent the stretching in the corner:
See this thread on more info about mechanical modelling with dubdivisions:
http://cube.phlatt.net/forums/spiraloid/viewtopic.php?TopicID=413#3480
sorry... iwasnt thinking :rolleyes: , heres another-->
EricChadwick
04-15-2003, 03:33 PM
Yeah, Marcel has the goods.
is there a way to do the 'cage' or is it just cutting up the polygons all the way around the window?
Marcel
04-15-2003, 04:01 PM
Nope, you have to do it by hand. Won't take that long though....
i tried this method and it partially worked, edges did become better etc etc but i still get this stupid corner stretch. Im sure its a problem with my layout but what?
(i read 22pages of the Theoretical SUB-D Discussion thread but without any real help 4 this prob)
robin
04-16-2003, 04:28 AM
looks like Max little calculation trouble, i get some of that too on certain parts of my models ...
to fix that i uselly delete the polys around that area and rebuild it from scratch. Works most of the time ...
watch out for the weilding options, could be the case here
good luck
thanks for the advice robin (not really what i wanted to hear)!
if i need to rebuild the polygons around everywindow sill ill be screwing around with them for weeks!:surprised has anyone else have any advice before i start my laborious task?!!
robin
04-16-2003, 05:06 AM
its either you find the wrong welded verteces or you rebuild the surface.
after making a chamfer in those particular pesky region there is sometimes (Always) a little little vertex that was over created and is overlaping other ones ...
you cant be wrong by deleting that surface and rebuild it
Even on my end my chamfers are not always pefectly executed around those corners and i get more geometry than expected
cant be wrong by deleting a quad or two ;)
Love
robin
04-16-2003, 05:12 AM
Dont forget to get rid of the triangles ... ( delete that extra edge )
Tris dont do well with quads specially around a corner
thanks for all your help, i fixed it!!!
i needed to "quad chamfer" every edge near the "offending one" to even out the meshsmooth "distribution" ;)
(i really dont know what im talking about, but you get the idea!!!)
Marcel
04-16-2003, 10:19 AM
I think you have found it out yourself, but you have to continue the edges across the model to make it smooth correctly.
Can become a very messy and complicated business with large models.
Try to spread the edges a bit the further away they are from the corner to avoid pinching of the surface (edges close to eachother with make the surface not smooth).
feyshtey
04-16-2003, 02:17 PM
I know you said that you already solved your trouble. But I just had a question.
Max relies on invisible and visible edges to resolve meshsmooths. In your image there are a couple of invisible edges on the side giving you trouble, where on the other side they are visible (where you aren't having trouble). Perhaps correct that and see if that fixes your issue without adding more polys than necessary.
I'm not completely sure if these edges are both invisible, but it looks as though they are in the images provided.
http://home.earthlink.net/~feyshtey/images2/problem15.jpg
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